Cities: Skylines

Cities: Skylines

Realistic Population 2 2.2.4
2,433 Comments
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.
DaxipooMyPookie 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.
BRSaura Mar 27 @ 9:43am 
SO
MANY
CARS
My roundabouts are having a stroke lmao great mod
Gascon97 Mar 9 @ 5:36am 
It's the second option in my case, thanks
algernon  [author] Mar 8 @ 4:31pm 
@Gascon97 Depends. If it's 0 population but more than one household capacity (e.g. 0/1) then you just don't have the demand for people of that particular education level to move in (note that the game's demand bar doesn't show this level of detail, so it's quite possible for you to have high overall residential demand but still have people not moving into buildings of certain levels).

If your building capacity is showing zero (e.g. 0/0), then you've hit the game's CitizenUnit limit; see the More CitizenUnits mod page for details.
Gascon97 Mar 8 @ 10:30am 
I have an issue where some residential building dont get any inhabitants, staying at 0 pop value even after chaging the value of house units, is there anything that comes to mind?
algernon  [author] Mar 3 @ 1:59pm 
@xXther3dXx No, this mod doesn't affect unique buildings in any way. Note that those types of buildings have significant (and often breaking) gameplay effects; they're quick and very unrealistic 'gamey' toys that aren't properly designed for inclusion in the simulation and will unbalance things pretty quickly (and sometimes break cities entirely).

Since players wanting more realistic cities will never use them, and this mod is for players wanting more realistic cities, they're well out-of-scope for this mod.
xXther3dXx Mar 3 @ 5:09am 
Hello. Thx for the hard work. A question : dos this mod affects the way space elevator woks ? Because when I place him, my pop collaps !
algernon  [author] Mar 1 @ 12:40am 
@Schmidt No, this mod doesn't affect immigrant education, but its companion mod, Lifecycle Rebalance Revisited , does have that option.

Also note that higher-level buildings will automatically attract more educated workers. Highly-educated workers, for example, don't like living in level 1 buildings.
Schmidt Feb 28 @ 7:10pm 
Does this mod affect immigrant education? I'm getting 100% non-educated workers when they come to the city. It is taking forever to get educated even with Education Boost,
algernon  [author] Feb 27 @ 4:11pm 
@vilelestpage Yes, you could certainly do that by using the single-family preset calculation for all residential buildings, and using a custom calculation with a fixed value for worker buildings.
vilelestpage Feb 27 @ 7:45am 
probably a weird question, but could i configure the mod where both low density and high density buildings and all worker buildings can only have one family or employee? i want to create a city that isn't for function, but for aesthetic
algernon  [author] Feb 18 @ 9:54pm 
@patrioticparadox Technically speaking, this mod is for buildings with AI classes inheriting from PrivateBuildingAI; that's very different from service buildings (PublicBuildingAI).

Service buildings are best customized in other ways, like using Customize It.
patrioticparadox Feb 18 @ 3:57pm 
I was also curious why Realistic Pop doesn't have options to adjust service buildings. I'm guessing it's because those are not RICO and if you've explored adding support for service buildings like power stations, garbage dumps, and the like.
algernon  [author] Feb 18 @ 2:09pm 
@HUNTOKILL That would depend on what mods you're using, specifically any that would change employment patterns (e.g. Real Time).
HUNTOKILL Feb 17 @ 7:06pm 
Hello all. I'd like some help from the community if not the mod author. I have been trying to play with the "Buildings need workers to Operate' setting for a long time now and i just cant figure it out, specifically with power plants. How do you keep those very important buildings staffed? I've adjusted the game settings for higher 2nd shift and night workers, but even in the day my power plants will always stop as workers are no longer in the building.
is there something I am doing wrong? Does the proximity of a house to a business stop workers from going? (or coal power plant in this case)
MaxYu Feb 6 @ 9:37pm 
The calculation method is nice, but pathunit and citizen instance limit the play of this module, and can only build a city on a small scale, and the traffic pressure is very high. At present, there are no related modules to reduce instances, and the middle and later stages have a relatively large impact on game construction. It is hoped that the population can be increased while the flow of people can be reduced
wizzkid711 Feb 6 @ 9:31pm 
@author: I mean the ratio of education level of worker. for example: 10% unedu - 20% lowedu - 50% welledu - 20% highlyedu.
algernon  [author] Feb 6 @ 8:54pm 
@wizzkid711 Yes, via the options panel; either using the existing presets or creating your own custom calculation pack. See the wiki for details.
wizzkid711 Feb 6 @ 8:01pm 
can i modify the distribution of workers for commercial and industrial buildings?
Z_nan Jan 27 @ 1:47am 
I loved this mod, and looking at CS2 it really needs it too. Any plans for a new version?
algernon  [author] Jan 23 @ 7:57pm 
@Mbecerra Nothing has changed with either the game or the mod, and no update is needed.
Mbecerra Jan 23 @ 6:25pm 
A dia de hoy el MOD craseha el juego, actualicenlo por favor :steamsad:
algernon  [author] Jan 4 @ 4:41pm 
@Gr€€d Always with. Can't stand the vanilla population calculations.
Gr€€d Jan 4 @ 3:30pm 
Hi algernon, was wondering if you prefer playing the game with or without your mod?
algernon  [author] Dec 21, 2024 @ 5:22pm 
@Pingu304 That's nothing to do with this mod - try a general support forum.
CS.ARMY Pingu304 Dec 21, 2024 @ 1:42pm 
I have a question. Why are all my buildings European style even when i have it turned off? Can i fix it and how?
algernon  [author] Dec 17, 2024 @ 1:15pm 
@All7" See the description above for the warning about applying it to an existing save. Removing the mod won't magically solve your issues; this mod doesn't cause what you're describing (crashes and lagging), so something else will be causing those.
All7" Dec 17, 2024 @ 10:39am 
Hi! I have a question, I installed mod when i have 100.000 peoples in city, now i have 500.000 and my game is crashing a lot of time and lagging, im playing in pause very long and if i delete this mod game not crash?
algernon  [author] Dec 2, 2024 @ 6:05pm 
@lautjex01 Create a custom calculation pack, or use manual overrides.
lautjex01 Dec 2, 2024 @ 12:49pm 
Hello, my farms currently all only have 1 worker. How can I change the amount of workers? Nothing seems to work
black_panther559 Nov 28, 2024 @ 4:11pm 
Okay, thank you for the clarification!

It's not a real major issue. This is my first time ever actually using this mod, so I was just trying to see how it really worked aside from the actual base game.

I literally only play the game now to assist you all (modders) in resolving minor issues, where people say your mods don't work, I create new games to show that they do. That's why the city(s) are always gonna be small. It's just for mod testing only. LOL


Happy city building everyone! :steamthumbsup::steamhappy:
algernon  [author] Nov 28, 2024 @ 4:04pm 
@black_panther559 This mod only affects building capacities and doesn't (and won't) change any game behavior about which citizens move in where. As per base-game behavior, buildings with large occupancies will take a while to fill up, especially with smaller cities such as yours there.
black_panther559 Nov 28, 2024 @ 7:18am 
I'm having a slight problem with maximizing my buildings' capacities. It's only filling them halfway. Is there anyway to change it in the settings, or is this a minor glitch?

https://steamcommunity.com/sharedfiles/filedetails/?id=3373316493

It works fine, by the way!😁


Happy city building everyone! :steamthumbsup::steamhappy:
dada416 Nov 28, 2024 @ 6:28am 
does this mod still work ?
DisasterAhead Nov 23, 2024 @ 8:49am 
Oh cool! I honestly don't know how I didn't notice that haha. Thank you!
algernon  [author] Nov 22, 2024 @ 8:23pm 
@DisasterAhead This mod and Ploppable RICO Revisited are specifically designed to be used together (not least because they're both mine).
DisasterAhead Nov 22, 2024 @ 8:16pm 
Hey, does anyone know how well this mod functions with RICO? I'd like to use both but I don't want to send my time on a save that's just gonna brick
☠ Xenith Xenaku ☠ Nov 17, 2024 @ 3:43am 
@author
I just checked Skyve and it was deactivated for some reason...
algernon  [author] Nov 16, 2024 @ 10:16pm 
@☠ Xenith Xenaku ☠ Is the mod loaded and active?