Cities: Skylines

Cities: Skylines

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Realistic Population 2 PUBLIC BETA
File Size
0.311 MB
Sep 30, 2020 @ 12:24am
Feb 27 @ 12:55pm
23 Change Notes ( view )

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Realistic Population 2 PUBLIC BETA



This is the public Beta test for Realistic Population 2, the sequel to Realistic Population Revisited (which in turn is a sequel to WhitefangGreytail's Realistic Population and Consumption mod, which in turn was a sequel to Kundan's PopBalance mod...)

As with all Beta tests (well, all of mine, anyway), it's believed that this mod is stable and safe to use, with no known bugs, and has just completed over three months of Alpha testing (plus development testing before that). So, there *should* be no surprises.

However, it still needs to be widely tested to demonstrate stability and bug-free status before full release - hence the Beta. As such, it's entirely possible that this version may contain undiscovered bugs. As with all Beta tests, use with caution on any 'keeper' cities (and - as always! - make regular backups, just in case).

Major new features
Compared to Realistic Population Revisited version 1.4, the major new features are:
  • New building size and floorspace calculations that take into account irregularly-shaped building footprints and buildings whose area varies with height (e.g. pyramidal skyscrapers).
  • New population calculations that enable direct use of real-world metrics such as Gross Floor Area, Gross Internal Area, Net Internal Area, etc.
  • The ability to choose between multiple different preset calculation packs to apply different calculations to different building types, or even to individual buildings.
  • An in-game editor to easily create and modify your own custom calculation packs in addition to the included presets.
  • Realistic student capacity calculations for schools, including optional multiplier to enhance capacity, as well as optional scaling of cost and employment in line with game settings.
  • Adjustable global crime rate modifier.

Realistic Population 2 is 100% backwards-compatible with full inclusion of all legacy calculation figures and methods, reading and conversion of all existing configuration files, and full backwards-compatibility with Realistic Population Revisited version 1.x; all fully selectable on a global, per-building-type, or even per-building basis.

Detailed documentation is in-progress at the wiki[]. Please let me know if you have any suggestions for improvements or additions to the documentation!

Saves a small amount if data to the savefile, just to keep track of which version was last used with that savefile (so it knows when to ask you if it should use old or new calculations), but doesn't affect any other save data.

From a *strictly technical* perspective, can be safely removed at any time - but note that doing so will probably severely destabilize your city and will mess up your employment balance and commercial-industrial goods flow in particular! You'll be able to recover *eventually*, but will probably need to rebuild large portions of your city to do so....

This mod uses Harmony[] version 2.0 by Andreas Pardeike via the Cities Harmony mod by boformer.

Source available on GitHub[].
Popular Discussions View All (1)
Feb 24 @ 2:32am
cant build high-tech office.
< >
algernon  [author] 21 hours ago 
@Pectus Solentis Sounds like a broken school asset in your city - please post your logfile so I can have a look.
Pectus Solentis 23 hours ago 
It seems that this mod's tweaking School's student population makes a bug. When I save game while enabling tweaking that, my saves cease to be runned when I load that savefile.
Yangxuzhu Feb 27 @ 1:18pm 
Oh that was fast.. thanks !
algernon  [author] Feb 27 @ 12:59pm 
Updated to 2.0 BETA 8:
- Fix legacy calculations not recognising new-style population overrides
- Add tooltips to population and floor calculation panel fields
algernon  [author] Feb 27 @ 12:33pm 
@Yangxuzhu Okay, thanks - I think I see the issue, and will get a fix up shortly.
Yangxuzhu Feb 27 @ 12:15pm 
@algernon indeed the override work if i switch to non-legacy calculation, and the issue revert back if i swich back to legacy.
algernon  [author] Feb 27 @ 11:37am 
@Yangxuzhu Thanks for the report - just confirming, is the override recognised when you switch to a non-legacy population pack for that building?
Yangxuzhu Feb 27 @ 9:23am 
Hi, just to report when i test to customize job number on office building, it looks like it doesn t work properly even after reloading the game. ( playing with legacy calculation, residential and school work fine, didnt test commercial yet. )
algernon  [author] Feb 26 @ 4:23am 
@MByron26 When it's ready :)

Sorry, I can't be any more specific than that. It depends on how user feedback goes during this beta, and (of course) if any bugs are found.

At the moment the focus is on adding the last few parts of the UI, and adjusting things to make things easier for users. I don't currently think there's too much left to do, but it still remains to be seen if anything else needs to be added to the to-do list.
Mbyron26 Feb 26 @ 4:17am 
@algernon When will the official version be released? I'm a little excited to use the new version