Cities: Skylines

Cities: Skylines

Realistic Population 2 2.2.4
spamf Sep 12, 2022 @ 5:16am
Flat size changes with building level
This discussion is intended as a continuation of a comment on variable flat size.

The original comments were from me, 11 September:
Originally posted by spamf:
I have the same issue as @ravzir. For some buildings, the number of households (significantly) decreases when these buildings level up. This is very annoying, because the total city population reduces over time and drops noticeably when many buildings level up the same time, e.g. after placing a hospital or park nearby, then causing issues with worker availability. @algernon I have not found anything in the documentation (the Wiki page). If calculations were based on the physical size of the building, then the number of households must not change as the physical size doesn't change with building level, right?
and
Originally posted by spamf:
I have just discovered that it is actually intended that the number of households changes with building level. It is because both empty area and area per unit change in the population calculation pack. Sorry for missing that. Still I personally find this annoying since a manually plopped building does not physically change, so the number of flats should be constant. But then you can adapt this to your own needs.
algernon replied shortly after:
Originally posted by algernon:
@spamf The trend observed in the real world is that as buildings 'level up' (i.e. gentrify/are rennovated to higher standards) there are fewer apartments within the same footprint (a combination of larger individual apartments and greater size-per-resident of shared and utility floorspace), even when the building size and exterior remain unchanged.

In some municipalities, this is a significant trend with material impacts on city planning outcomes.

This is what the default calculations are intended to reflect (if anything, the default calculations understate the observed real-world behaviour, as a deliberate choice to err on the side of conservatism).

And yes, as with everything else in the mod, that can be changed if you wish.

I would like to continue and deepen the discussion, but the number of characters for a comment is limited. So here is my answer in the form of a discussion.

@algernon Thanks for your description. While I understand the general logic behind it, I have rarely, if ever, seen it in real life. Of course, the building may be renovated to higher standards, but once it is built, the number of flats usually does not change, at least not that significantly.

Now, in C:S you could have a building grown or plopped. If it is grown, it changes its shape when it levels up and usually to a larger variant, which then provides more flats/households. Increasing empty area and area per unit counteracts this. Ideally, the total population does not change. This is probably quite realistic if the building level only represents wealth. And this is what is indeed seen sometimes: smaller/older buildings getting demolished to make room for larger/newer buildings, which usually have larger flat sizes these days. But for buildings that are manually plopped, these are usually not changed anymore and are also chosen in such a way that they correspond to the existing or expected level already at the point of plopping. Changing the number of flats as these buildings level up is fairly unrealistic and also quite annoying since the population then significantly drops over time.

The general problem I have with this logic is, that in C:S the building level is not only about wealth, but also about size. And the logic changes the specific flat size, whereas in real life it is not the specific but the average flat size that matters. And the average flat size has indeed increased over the years, changing the way new buildings are built and look. But this only applies to new buildings; for a house built in, for example, the 1980s the size of its flats is still the same, regardless of whether the property was renovated or the land value went up.

In my view, this logic tries to map a something in a significantly shortened period of time and oversimplified, which is in itself a development over several generations and is essentially influenced by the prosperity of a society: average flat size. For me, empty area and area per unit are thus constant values which should not change with building level, but if at all then only with time. Thankfully you have made this customisable and also implemented it very sensibly (!), so that I can now keep the values constant with my on calculation pack.
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algernon  [developer] Sep 12, 2022 @ 6:09am 
Even buildings built in the 1980s are currently being rennovated into larger (and hence fewer) flats; there's some good examples of this happening right now in my hometown here. In a previous job I was also involved in this line of work, and so have had direct visibility of exactly how much of that goes on (it's a lot more than people realise).

The question, I suppose, is what does building level mean to you. Given the original game mechanic, the intent of the original author was to use it to reflect the socioeconomic strata seen in the real world, ranging from packed tenements to (lower-density) luxury condominiums. This is an approach I've continued, and the real-world data sources used to generate the current settings confirm the disparities in action. The basic mechanic works well, I think, given the typical game upgrade cycle involving different buildings at different levels, with appropriately chosen building models.

In your case, though, you want to remove the size aspect from levelling up - essentially, you want control to plop a building and always have it remain with the same number of households regardless of wealth levels. And that's fair enough, there are plenty of examples where that happens in the world, where such things are regulated (e.g. heritage restrictions or sepcific covenants; although usually even in such cases we'd generally lose two or three flats from each floor to e.g. put in lift shafts and modern fire escapes, of course in a manner as sympathetic as possible to the heritage).

Given that, then I take it you'd like a mechanism to disable the area changes on historic buildings? Locking the calculations to the buildng prefab's base level, instead of the current building level?
Last edited by algernon; Sep 12, 2022 @ 6:09am
spamf Sep 12, 2022 @ 6:31am 
Touché. Personally, I have never seen it, but since you are obviously a professional, there is little to add. And just to be clear, my comment was less to be understood as criticism, but more as a general observation that does not correpond with my understanding. But even so you've done a pretty fine job, if only to overcome one of the fundamental flaws of the vanilla game: skyscrapers with only 10 households. :)

It would indeed be nice if this mechanism could be deactivated for historic buildings, or at least if there were the posibility to do so. For me it is sufficient though that I can modify the calculation pack.
algernon  [developer] Sep 12, 2022 @ 6:57am 
Hey, general observations matter, sometimes perception is more important than reality! And I'm not a professional in that field anymore, anyway. And I didn't take your comment as criticism, either, but useful feedback.

You've got a clear, and reasonable, expecation, and your experience didn't match that, and you've got a resonable use-case. I'm going to see what I can do.
spamf Sep 12, 2022 @ 9:48am 
Much appreciated.
DPT Wanderer Oct 5, 2022 @ 9:36am 
to sort of add onto the discussion (keep in mind I am by no means a professional) in regards to the "Level" of IRL buildings vs how it works in game usually when a building in a "wealthier Neighborhood" eventually has the neighborhood value decline the buildings owners either pull out or just renovate to match the new clients (I.E a building in a zone with medium land value will remodel to cram more people into the building if the zones wealth lowers i.e lower income residents (this is agreeing with the developer might I add)
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