Cities: Skylines

Cities: Skylines

Realistic Population 2 2.2.4
2,504 Comments
algernon  [author] Nov 21 @ 1:13pm 
@MysticDaedra (2/2)

The defaults tab will set the default population calculations for that category. If you set the default low-density residential calculation to "duplex", it means that all low-density residential buildings (without an override) will have two households.

The "duplex" category specifically is typically set (by the user, i.e. you) as a designated override for specific building models, not applied as a default to all residential buildings (but there's nothing stopping you from doing so, if you wish).

Remember, though: this all only affects the calculations applied to buildings; not the building models or what spawns.
algernon  [author] Nov 21 @ 1:11pm 
@MysticDaedra (1/2) It has nothing to do with what spawns, or what the model looks like. It just changes what the population calculations are for that set.

The game itself has no concept of "duplex". It just knows low-residential, high-residential, etc. There's no such thing as a building model just for "duplex". There's no way for the game to do something like "only spawn duplex models" (if you want that, you need to look at things like building styles, which is beyond this mod).
MysticDaedra Nov 21 @ 2:05am 
I don't understand the Residential Calculation Defaults tab. Should I l eave this alone, or is this where I can specify that duplexes count as low-density residential? If I select duplex here, will that mean all low density residential will spawn as duplexes, or does it just mean that low density can spawn up to duplexes?
Panda___666___ Nov 17 @ 7:52am 
@algernon yeah i fixed it destroyed the road and set it again ^^

thx for your great mod
tfiosprinkles Nov 16 @ 4:26pm 
@algernon wow, thanks! my home state is MN but I kept thinking "no, it can't be...." I just saw the comment in the actual code as well. thanks for the response (:
algernon  [author] Nov 16 @ 3:38pm 
@tfiosprinkles "MN" = Minnesota in the USA. Chosen as a reasonable average for student capacity vs. facility size in the us. "UK" = United Kingdom (and reasonable for most of Europe). Generally more students for a given facility size.
tfiosprinkles Nov 16 @ 3:21pm 
just curious-- what does the MN in MN low, MN med, MN high on the calculations > schools page? the other options are UK and the default. tyia
algernon  [author] Nov 14 @ 10:26pm 
@Panda___666___ Nothing to do with this mod; follow the usual base-game steps for when nobody's moving in.
Panda___666___ Nov 14 @ 7:44pm 
i start a new map and got zero people in all my houses
algernon  [author] Nov 9 @ 2:05pm 
@exclusivelol You have applied some very strange custom settings to get those figures, as the mod by default doesn't do that. This mod by default gives realistic population figures which are very definitely NOT 11K households for Marina Bay Sands, or 100K in other assets. You might want to reset your mod settings to default.

You can also select the 'vanilla' population calculations with this mod if you want to keep, well, the vanilla game populations.
exclusivelol Nov 9 @ 12:02pm 
Also 100k jobs in other assets and every office/commerical zone had not enough workers because there were an insane amount of jobs, it said that there were 2m jobs
exclusivelol Nov 9 @ 12:00pm 
Is there a mod that only changes the tax income? The realistic population is maybe realistic but nit really for cs, i have some workshop assets and the ''Marina Bay Sands'' hotel from singapore had 11k households after the mod. and alot of buildings were half empty etc. But the tax income change actually made things better but i cant seem to disable the realistic population and just keep all the jobs/household counts as they were.
algernon  [author] Nov 6 @ 2:45pm 
@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?