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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.
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).
thx for your great mod
You can also select the 'vanilla' population calculations with this mod if you want to keep, well, the vanilla game populations.
You can override this by using the various 'apply to existing buildings' buttons in the options panel, with the residential settings.
https://steamcommunity.com/sharedfiles/filedetails/?id=3600620775
https://steamcommunity.com/sharedfiles/filedetails/?id=3600620723
https://steamcommunity.com/sharedfiles/filedetails/?id=3600620586
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.
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.
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.
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?
I have confirmed its either the mod itself doing it or its affecting something else as disabling it stops the massive income flow
For more detailed info, see the wiki linked in the description above.