Cities: Skylines

Cities: Skylines

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Lifecycle Rebalance Revisited 1.6.8
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Mar 19, 2020 @ 3:11am
Apr 22, 2024 @ 5:12pm
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Lifecycle Rebalance Revisited 1.6.8

Description


Using Game Anarchy?
Be sure to DISABLE Game Anarchy's "Maximize education coverage" option.

New in 1.6
  • MAJOR NEW FEATURE: realistic early life ageing and progress, from early childhood to young adult (optional, customizable)
  • New early life ageing is matched to real-world values and stages and includes a pre-school stage of life (young children)

Overhauls the game's ageing, immigration, and lifecycle system for more realistic (and better balanced) results.
Includes options to adjust:
  • School eligibility ages
  • Lifespans and ageing milestones
  • Ageing speed (compared to game time)
  • Transport preferences
  • Chance of illness
  • Deathcare requirements
  • Immigrant education levels

ANY AND ALL OPTIONS CAN BE DISABLED; if you don't like some aspects of the mod, you can turn them off and only use those aspects you want.

Background
This is the official continuation of Whitefang Greytail's Citizen Lifecycle Rebalance mod, and is fully backwards-compatible.

This mod is specifically designed to work in conjunction with Realistic Population revisited, but can also be used independently.



Lifecycle changes
Realistic childhood
Children no longer go to school immediately after being born, but instead will start school at age six (customizable in the options panel). This provides more realistic and balanced demand on your education institutions.

When you start a new city, it's normal for there to be no children eligible for school for the first few years, until the initial cohort of of children become old enough to start.

Realistic mortality rates
Cims have a chance of early death, and realistic distributions of death depending on their age, calculated from real-life stats using the Australian Government Actuary table (2010-12)[aga.gov.au]. Death rates will naturally increase as cims age, resulting in a more natural distribution of deaths than in the base game.

Illness rates
Cims have a random chance of becoming ill, based on their age. This means that the standard of healthcare provision is more relevant, and can add another randomising factor to cim lifespans.

Immigration
Immigrants to your city will now have a wide range of ages, from child through to seniors; there's also an option to randomise immigrant education levels. Incoming teens will automatically have elementary school education, and some (but not all!) incoming young adults will have high school education.



Transport preferences
The default configuation is designed to work in conjunction with the Realistic Population revisited mod, and implements higher car usage in low-density areas but lower car usage in high-density areas (compared to the base game). Additional optional configurations are also provided for default game, car-heavy usage, and car usage scaled according to wealth (see 'Configuraton file' below). This setting can also be easily disabled in the mod's options panel (reverting to base-game behaviour).



Includes optional 'no deathcare' functionality
See the 'Death' tab in the mod's options panel. Set to 0% to remove the need for hearses entirely.



Configuration
Check out the options panel - everything this mod does can be customized or disabled.

The wiki has more information, including on the XML file format used for configurations if you want to edit them manually (the options panel is much easier, though).


Warning
If you activate this mod on an existing savegame, be aware that it WON'T solve any impending death wave, as the ages of cims who have already moved in will remain unchanged.

However, subsequent deathwaves will be increasingly smoothed by the mod's operation (note that it may take several deathwave cycles to settle down properly), and you can use the mod's inbuilt 'no deathcare' functionality to avoid your buildings becoming abandoned from an overload of dead bodies.

Obviously, activating the mod with default mod settings on an existing city will change your city balance. Exactly how, and how much, will depend on the specifics of your city and its population, but generally speaking, with default settings you'll typically have a larger workforce due to the later retirement age.

Otherwise, this mod is safe to enable or disable at any time.



Incompatible mods



The old Painter and Garbage Bin Controller mods conflict with this mod. Compatible modern replacements are Repaint and Garbage Bin Manager.

No Deathcare conflicts with this mod (this mod includes No Deathcare functionality).

Please unsubscribe from the original Citizen Lifecycle Rebalance mod before using this one (and also Resident Travel Rebalance and Lifespan Multiplier if you have those, as those are subsets of Citizen Lifecycle Rebalance).

The Real Time mod specifically checks for, and works with, this mod.

[discord.gg]



Meta
Huge amounts of credit to Whitefang Greytail, the creator of the original Citizen Lifecycle Rebalance mod.

This mod uses Harmony[github.com] version 2.2 by Andreas Pardeike via the Cities Harmony mod by boformer.


Source code
[github.com].


Translations
[crowdin.com]
Please leave a message below if you'd like me to add another language on CrowdIn.


[ko-fi.com]
Popular Discussions View All (14)
12
Jul 1 @ 5:52pm
All immigrants are uneducated
NerV-0-sol
5
Feb 5, 2022 @ 11:41pm
A Mod caused an error [ModException]....
Literally1984
4
Jul 28 @ 5:56am
aging slider settings and realtime
Tomahawk
1,637 Comments
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.