Cities: Skylines

Cities: Skylines

Lifecycle Rebalance Revisited 1.6.8
1,643 Comments
hecxau Oct 15 @ 4:47am 
@algernon Ok, thanks for your remark, it's good to know. As I said, I've recently installed this mod, I need to get used to it first and try to see if it the aging speed is for me logical. Thanks again.
algernon  [author] Oct 15 @ 3:05am 
@hecxau Going below 1x breaks some game systems, and doesn't give enough simulation time to make citizen age progression meaningful. The rapid ageing and death also tends to break city economies, as often it means that workplaces can't keep up with vacancies caused by the higher death rates.
hecxau Oct 14 @ 11:45pm 
@algernon
Thank you. In that case, I have a question: why don't you give the possibility that change the standard speed so taht it is quicker? Because all of your options make the speed slowilier. Even your suggested speed is 3-times slowlier as the normal game. I don't know you and other players, but that means that there should be a lot of in-game time (an in real life playing time) so that one can percieve how the population changes. Isn't it so?
algernon  [author] Oct 14 @ 3:22pm 
@hecxau Real Time will disable its own aging timing and defer to this mod if both mods are present.

The game only has probability checks for car, bike, and taxi modes. There is no specific walking or public transport probability check in the game; see the mod's wiki linked in the description above for mod info.
hecxau Oct 14 @ 5:27am 
Another little question: it is very interesting and useful to set the likelihood of using transportation. But there is only car usage, bike and taxi as transport mode. What about the public transportation? Do I have to suppose, that other probabilities which are not included in the configuration option are for walking and public transport?
Thanks!
hecxau Oct 14 @ 5:21am 
I have a question regarding the "priority" of the mods, that means, which mod will at the end have an effect. I use this mode (just installed it, I have never used it till today) and also real time, which I have always used. Real time has the option 1 day equals 1 cims' lifeyear. But Lifecycle rebalance uses another scala which is far slowlier, very slow. Even the standard-vanilla option means, if I done the maths properly, that one day in game equals one week of cims' life. Now the question is: If I activate this option in Real Time and I put the speed aging in Lifecycle Rebalance to 1 (because it cannot be deactivated), which one is going to work?
For me ist the speed 1 day=1 year adequate. But if the speed is slowlier, what's then the meaning of setting the schoolage at 6 for example, if the player must play 42 in-game weeks (which means his city and simulation of the cims isn't going to change for a long time) to see a new simulation??
Chaos_02 Oct 4 @ 10:10am 
thx, I'll try that.
algernon  [author] Oct 1 @ 3:55pm 
@Chaos_02 The mod combination is fine except for Real Time, which (as you've discovered) can have some issues; if you have further issues then you're best off asking for help on the Real Time discussion, as the other mods aren't the issue there.
Chaos_02 Oct 1 @ 10:48am 
update: I've just read the note in "Real Time" settings about the 65k limit with REAL simulation mode and done the following:
- Clear fire manager
- Clear all stuck citizen schedule
- clear all stuck tourist
- clear all stuck citizens in closed buildings

- disable REAL simulation mode

and after unpausing the game it seems to have already completely UN-"stuck" my save.
I will come back in case of further issues (but I'm still interested in wether the combination is supported because some settings eem to contradict with ones of the other mods)
(also I accidentally posted the wrong Real Time Mod link)
Chaos_02 Oct 1 @ 10:32am 
Hey, is this Mod combination compatible because I'm having issues in my 170k city with:
- high housing demand but not many moving in
- many service buildings always closed
- Services not reaching buldings for unkown reasons (police station a few meters away, crime 111%)

Realistic population 2
Lifecycle rebalance
Real Time
Transfer Manager CE
習近平没有妈妈 Sep 30 @ 10:08pm 
@algernon welp, then I must retry with my new city. Thanks for help! have a nice day :)
algernon  [author] Sep 30 @ 9:46pm 
@習近平没有妈妈 There is nothing inherent in that that would cause any issues, so it's most likely down to your city balance.
習近平没有妈妈 Sep 30 @ 8:31pm 
@algernon | I use TM:PE, Toggle it, Find it, RICO.

I use Life cycle settings like this.

Mod Sunset harbor Lifespans
Retirement age : 65.00
Affect lifecycles & Ages : 15.00
Death : 50.00
Apply 25% Variation to immigrant education levels.
algernon  [author] Sep 30 @ 3:55pm 
@習近平没有妈妈 It is impossible to tell without seeing the details of your city, and which settings you are using for this mod, and what other mods you are using.
習近平没有妈妈 Sep 30 @ 8:51am 
Hello sir/ma'am. When i use this mod, Populations drop almost -100 or -90 (Not death, people going out of city.)
I restart another map after this, but populations fluctuate slightly like +1, +2 or -1, -2. how can i fix it?

(Btw forgive my grammar, I am not from Europe or America.)
algernon  [author] Sep 26 @ 6:04pm 
@Gameboi08XD It depends on your settings (plus factors like the cim's health, of course) - see the wiki linked above for full details.
Gameboi08XD Sep 26 @ 5:37pm 
How many years in game will a cim live to?
patrioticparadox Jul 28 @ 3:29pm 
They are designed to work together.
Mr.Peng Jul 28 @ 5:35am 
i have the same question,how to setting with real time mod
patrioticparadox Jul 17 @ 7:44pm 
Yes.
FooPhoenix Jul 17 @ 6:10pm 
Is this mod compatible with "Real Time 2" ?
algernon  [author] Jun 14 @ 5:10pm 
@JeffB The options menu for this mod (and other mods, and the game options) can be accessed in-game simply by pressing the escape key and pressing the 'options' button.

You can also open he options menu from the main menu by via the options button there - no need to go into the content manager (which is probably the least convenient way of accessing mod options, for this or any other mod).
JeffB Jun 14 @ 10:35am 
Just subscribed and loaded. Can this mod be opened and settings adjusted in-game?? Or only in the Content Manager?? I don't see an icon and I'm not sure if there's a keyboard shortcut to open.
Vlogger Jun 14 @ 7:00am 
this mod is better than cities skylines 2
algernon  [author] Jun 8 @ 11:14pm 
@Angelhearth You're correct in that the ending age for a given education level is the starting age of the next, but for Universities it's a little more complex (especially if you have the Campus DLC and noting that each university type will only work for a subset of citizens) , but assume the age at which Young Adults become Adults. I'm not quite sure what you're trying to achieve, sorry, so can't really provide any more guidance about achieving what you want.
Angelhearth Jun 7 @ 3:27am 
My city has 82,531 inhabitants at the moment and they are all absolutely geniuses, which is a pain in a certain place. The number increases by 670 atm and even with the setting mentioned, there are no increase in the number of students, as I can see. I know there's a lag, much longer than usual, with this mod (speed set to 3), and it drove me insane when first starting this game, since it took hours upon hours before the citizens reached 6 years. Is the solution to set the ages to 0 for elementary, 8 for high school and 16 for university? What I really, really, really miss is a mod that shows statistics, real statistics, for everything. *sigh*
Angelhearth Jun 7 @ 3:27am 
I have a problem with my citizens and their education level. This mod sets their starting year in elementary, high school, and university, but not for how long they should stay there. I figure for elementary it is the difference between start of it and start of high school, and high school is the same but to university, but for university I'm not certain if there is a set length of time. At least it seems to me like my citizens gets their degrees in a way too fast time. I also set the average migration education level to "Decrease", but I would have liked a slider, or a choice saying complete morons, because I need them to fill up my universities, which they don't do, sadly.
algernon  [author] Mar 28 @ 3:00pm 
@CEMN If this mod is active, Real Time will disable its own life speed functions. As to what speed this mod runs at, it depends on what speed you set in the options (it can be faster or slower, depending on which settings are used for which mod).
CEMN Mar 28 @ 6:35am 
Hello! How does this mod interact with Real Time? Does it speed up lifecycles compared to RT?
algernon  [author] Mar 17 @ 7:33pm 
@whathead07 Have you tried removing your existing settings files?
whathead07 Mar 17 @ 4:51pm 
I did, yes. I made a new save each time i changed something to test.
algernon  [author] Mar 17 @ 4:06pm 
@whathead07 Reinstalling the game doesn't clear mod or save settings; they are stored separately and not affected by game installation/uninstallation. Did you try creating a new empty save?
whathead07 Mar 17 @ 12:51pm 
Well, I tried just about everything I could think of, even reinstalling the game, resetting every setting, disabling every asset, DLC, and mod other than harmony, this, and TM:PE. Everything seems like it should work, and it just doesn't. Sorry for leaving a lot of comments, and thank you for actually responding to them, and checking to see if you could replicate it. Most likely, the problem is just my computer or something. Not really any other possibility at this point.
whathead07 Mar 17 @ 11:11am 
@algernon I'll continue testing. Thanks for letting me know that it works on your end. I'll see if I can figure out the actual cause, then. Most likely I just need to reinstall everything. Sorry for bugging you about this.
ResidentIwen Mar 16 @ 9:59pm 
"The Real Time mod specifically checks for, and works with, this mod." You don't believe how much I appreciate this sentence right now. Luv yer and all of yer mods, algernon. You're a Mod powerhouse
algernon  [author] Mar 16 @ 8:17pm 
@whathead07 Additionally, I should specifically point out that TM:PE with realistic parking enabled in conjunction with this mod is not just my own preferred playstyle, it's also part of the default testing setup of this mod. I've just tested again and it's working fine, which once more points towards the assessment of the issue that I've previously posted.
algernon  [author] Mar 16 @ 8:15pm 
@whathead07 There isn't any conflict between this mod and TM:PE. Both mods have been tested thoroughly and have been widely used together without issue by literally hundreds of thousands of users, including prominent streamers and Youtubers. And no, as far as I'm aware you are the first with this problem, which again, sounds very much like you have a TM:PE restriction applied that is affecting incoming traffic.
whathead07 Mar 16 @ 11:00am 
Alright, I did some more troubleshooting. I turned off every custom asset and mod except for TM:PE, this mod, Harmony, Patch Loader, and Skyve, and still had the problem, even after verifying my game files in Steam. It's definitely a conflict between TM:PE and this mod. But, I narrowed down the cause further. Most of the settings in TM:PE don't conflict, and the 'more realistic parking' setting seems to be the root cause. Other settings don't seem to cause any problem when changed. I'm not sure where the log file for this mod is, so I can't investigate further right now, but nothing in the TM:PE logs suggests an issue on its end. I'll probably just have to live without realistic parking (it's not much to sacrifice), but I'm still leaving this comment so anybody else who runs into this issue doesn't have to spend as much time troubleshooting, since I'm probably not the first to run into this problem.
algernon  [author] Mar 15 @ 5:20pm 
@whathead07 Single-adult households are not unusual when starting up a new city and you're wholly dependent on immigration, but exclusively is a bit unusual (not completely improbable, though, based on the random number generator and general luck).

However, what you've described there doesn't appear to be an immigration issue but a pathfinding issue (and certainly nothing to do with this mod, which doesn't set family or single immigration). If incoming families can't find a path for whatever reason (e.g. can't get their cars to where they want to go), but those places are accessible by other means, then only the singles will be able to move in as they are the only ones without pathfinding. It sounds as though either you have an issue with your TM:PE settings, or you have another mod which is conflicting with TM:PE.
whathead07 Mar 15 @ 3:18pm 
I've run into perhaps the weirdest issue with a mod ever. This mod was working flawlessly for me for days, but then when starting a city today, I had almost entirely single-adult households early on. I removed a few old mods, redownloaded all workshop mods, and then made another city to test. Mod worked. I went to then start another city, and ran into the issue again. I restarted my game, tested again. Worked fine. I built a new area, wondering if I was doing something differently. I did the one thing I'd always done in new cities, but never done in my tests: changed the TM:PE settings that can only be set while in-game. Suddenly, my new area was only getting the single-adult households, while the area which I made before making the settings change had proper households. I have no clue why this occurs, since nothing TM:PE does should affect immigration to my city, but not changing the settings seems to fix that issue.
algernon  [author] Mar 14 @ 3:19pm 
@biuppoyo What's the complete and exact text of the error message?
biuppoyo Mar 14 @ 12:54pm 
It says couldn't apply harmony 2 patch but I already have harmony 2.2 2 0 mod dependency
what's happening
algernon  [author] Feb 17 @ 6:04pm 
@Kaaz Sounds like you have an old outdated mod somewhere. That behavior (especially parks) was a bug in some older mods.
Kaaz Feb 17 @ 2:24pm 
@algernon ikr, thats why im confused, disabled the mod and now everything works, with the mod enabled parks and such simply have no effect.
algernon  [author] Feb 17 @ 2:08pm 
@Kaaz This mod has nothing to do with land value.
Kaaz Feb 17 @ 1:32pm 
For some odd reason with this mod installed im unable to raise land value in my city?
algernon  [author] Feb 10 @ 3:02am 
@lolic_lol Skyve doesn't know about every mod, especially the older ones (there's just too many). Skyve can help a lot, but ultimately there's no substitute for careful manual management of mod collections.
lolic_lol Feb 9 @ 9:39pm 
Ok, thanks. I guess I need to look for outdated mods/conflicts. It's strange that Skyve didn't warn me.
algernon  [author] Feb 9 @ 11:23am 
@lolic_lol The Real Time mod was specifically written to be compatible with this (and vice-versa). Real Time also does not change the game's time progression; it just re-labels it. What you are describing should also no longer be happening with the latest game versions anyway (as the game was changed to fix that level of deathwave happening), so my next thought is that you've got an older/broken mod somewhere that's preventing normal game/mod operation.
lolic_lol Feb 9 @ 6:53am 
Doubtful. This is not the first wave of death in the city. And it affects areas that are built up with all the necessary infrastructure. When I check houses in these areas, I see that most of the residents are old, and they are dying right before my eyes. As a result, the population falls from 500k to 300k very quickly.
Yes, in the vanilla game this happens because residential areas develop too quickly, and they start dying out at the same time. But my game is modified, and I hoped that with this mod (and the Realtime mod) I could somehow mitigate this problem.
Perhaps this mod needs to be somehow configured to work with Realtime? Or the mod has conflicts with something.