Cities: Skylines

Cities: Skylines

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Realistic Population 2 2.2.4
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645.336 KB
2020 年 3 月 17 日 上午 3:36
2024 年 4 月 17 日 上午 12:54
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Realistic Population 2 2.2.4

描述


Formerly Realistic Population Revisited

Key features:
  • Provides a more realistic simulation and gameplay experience
  • Realistic calculatrion of building populations - no more single suburban houses with half-a-dozen families and tall apartment buildings only containing a ridiculously small number of households
  • More realistic city activity - no more empty downtowns because all your office buildings have only a handful of workers
  • Makes buildings more accurately reflect real-world capacities
  • Tax revenue is more realistically affected by land values
  • Production and consumption rates made more realistic
  • Enables cities to evolve, behave, and grow more realistically
  • Provides more varied challenges and meaningful decisions around population density and required supporting infrastructure

Formerly 'Realistic Population Revisited', the official continuation of Whitefang Greytail's Realistic Population and Consumption mod, this has been rebranded to 'Realistic Population 2' with the 2.0 update to better reflect the significant changes that have been made.

Everything this mod does is customizable
Figures and calculations can be easily changed, and entire features can be enabled or disabled. Be sure to check out the mod's options panel (referring to the wiki linked above for detailed information).

What this mod does - basic overview
This mod changes the numbers of households and jobs in buildings to more accurately reflect real-world values. Detached suburban housing will typically only support one family, while high-density residential buildings will have a number of households calculated based on the size of the building.

Office buildings and other employers support significantly more workers than the very low base game numbers, resulting in a much more realistic ratio of residential to commercial, industrial, and office buildings, and enables the natural evolution of more realistic downtowns and suburbs.

Employment education level requirements are also changed to more accurately reflect real-world requirements and to help address some of the base game's shortcomings in this area. Office jobs are more heavily focussed towards your college graduates, and commercial and industrial jobs will require a higher ratio of high-school leavers than in the base game. This requires a more realistic level of investment in your education infrastructure.

Production of goods, water and electricity consumption, garbage accumulation, and building income have all been tweaked accordingly.

Tax income is now affected by land values. Raising land value, now increases your tax income.

These changes make decisions around density, zoning, and infrastructure more meaningful and more akin to the real-world tradeoffs. Low-density housing will provide lower population density than in the base game, meaning that sprawling suburbs will have more of their real-life downsides. Higher-density areas will have much greater population and job density than in the base game, meaning that you'll need to ensure that you have the appropriate transportation infrastructure in place to support this density.

Ideally used in conjunction with Lifecycle Rebalance Revisited, but also works standalone. If you're using the Industries DLC, the Rebalanced Industries Revisited mod is strongly recommended (but not required).



What this mod does - more detail
By default, all low density residential buildings are set to have only one household unless this is overridden in the building's settings.

For workplaces, schools, and high density residential buildings, the number of jobs/households/student places is determined by the physical size of the building and the usage of real-life conversion and density factors. Power and water consumption values are based of the real-world values of Perth, Western Australia and scaled for the game.

Schools
Version 2.0 also implements student capacity calculatons for schools. These can be disabled or changed via the mod's options panel (requires restart).

Demand impacts
Athough this mod doesn't touch demand (Residential/Commercial/Industrial) directly, the changed game balance means you might see some different demand patterns than you're used to with the vanilla game, especially with industrial demand. See this page on the wiki[github.com] for more details.



Warning
Due to the significant changes to the base game, this mod is best used for new games only. You can use it on an existing game, but be warned that it will significantly affect the balance of your city - most likely you'll see significant abandonment of factories, shops and offices (due to their more realistic job numbers), your transport infrastructure may be overloaded in high-density areas, and you may have land value issues. Your city can be rebalanced with appropriate zoning and transportation adjustments.

New games started with this mod can follow a more natural progression from low to high density than in the base game, but note that use of space needs to be carefully managed through the early stages if you are sticking to the base game's area unlocking progression, as the average city density when starting out with this mod will be lower than in the base game. You'll may wish to hold off zoning much high-density until you've got some decent transportation infrastructure in place.

It's recommended (but not required) to use "unlock all" when using this mod. This mod is (as its name suggests) for supporting more realistic cities; the vanilla game's unlocking progression is designed as a tutorial mechanism for first-time players, and is neither realistic nor intended for more experienced players (it's still possible to use the unlocking progression, but it will take more time and effort to reach certain milestones).

Mod configuration
Everything this mod does configurable. Don't like the default assumptions? Change them!
Information on how to change the mod's settings is available on the wiki[github.com].





[discord.gg]

Credits
Obviously, huge amounts of credit to Whitefang Greytail, the creator of the original Realistic Population and Consumption Mod. In turn, that mod started out as a fork of Kundun's PopBalanceMod.

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]
[paypal.me]
热门讨论 查看全部(45)
23
9 月 8 日 上午 9:49
Strange happenings with school student calculations
algernon
6
2023 年 1 月 13 日 上午 4:02
置顶: FEATURE DIVE: Setting your own values for buildings (manual override)
algernon
4
2023 年 6 月 21 日 上午 11:44
Issues with setting commercial visitor ratio
CheeseJoke
2,480 条留言
algernon  [作者] 10 月 16 日 下午 10:21 
@hecxau The only thing I can think of is that your city has 'pent up' tourism demand that isn't being met if you restrict the maximum number of available visitor spots, as the tourists can't find anywhere to go. As soon as more are added, that means tourists now have somewhere to go to in your city.
hecxau 10 月 16 日 下午 10:04 
@algernon Ok, thanks! But I must say it doesn't change the fact that I do have much less tourists since I changed the "customers" number. As I explained, tourists were flooding the main streets of my city (traffic flow was 55-60, I usually have it at 70-75 or 80 if well organised) and I checked with the traffic tool where they were going to... So even if it's customers and not tourists, it did have an impact. It is possible that the simulation was trying to adapt because I installed this mod in a saved game! In any case, my problem is already solved!
algernon  [作者] 10 月 16 日 上午 3:15 
@hecxau You seem to be confusing 'visitors' with 'tourists'. "Customers" might be a better concept - visitors to commercial buildings are typically residents of the city. That's where they go to shop and meet their commercial consumption needs - while they're visiting that commercial building, they occupy a visitor place. The number of visitor places a commercial building has is simply how many customers a building can serve at once.
hecxau 10 月 16 日 上午 1:53 
@algernon
I have been revising all options and I did find something: the same calculations used to set the number of workers change as well the number of visitors. With the calculations of this mod I have some commercial building with almost 500 visitors! But that must happen with every player... Don't you or others have a hugh number of tourist? How do you cope with it?
I think the "Legacy" calculations are better, there is certainly a major change in traffic, but in my opinion still too many tourists. I found however the mod default calculations better regarding the proportion or equilibrium between residential and commercial. Still the legacy calculations must be an intermidiate point between vanilla and the new default calculations and, as said, in any case much better regarding traffic.
algernon  [作者] 10 月 16 日 上午 12:10 
@hecxau No, this mod doesn't do anything with tourist visits (nor does Lifecycle Rebalance Revisited). That would be one of the other mods. The visitors count is part of the base game; this mod just makes it visible. The displayed number is the visitor capacity of the building; empty capacity does not drive additional visits.
hecxau 10 月 16 日 上午 12:02 
Hello,
I think I found something which is illogical with this mod: I'm using it with Lifecycle Rebalanced and Real Time (and other mods, of course...). The realistic population und Lifecycle Rebalanced are new, I have never played with them. Well, the problem is that my city is beeing flooded with tourist, which also cause traffic problems. The highway is always full of cars, believe me, at night a bit less. And nobody, by the way, is using the train to come to the city. This is an unrealistic and annoying amount of cars! I suppose this has to do with the mod since Business now have a visitors count. THe amount of visitors is then certainly high! I can't change that. Can you help me? Or I am using the mod wrong?
algernon  [作者] 10 月 10 日 上午 4:23 
@Кишечная палочка It's hard to say without details. You could be hitting some internal game limits that are preventing growth, or it could just be the balance of your city (particularly if you're getting periodic population/workplace collapses). That type of thing is very much dependent on the details of each particular city.
Кишечная палочка 10 月 10 日 上午 12:51 
also with high density residential buildings, i could have about 150/194 families living in old buldings and citizens are not coming, but new buildings will fill for maximum
Кишечная палочка 10 月 10 日 上午 12:43 
Hi, creator, thanks for this mod, im playing a lot with him. But i have a problem: my city is already about 150 years old and my offices and high commerces have accumulated a large number of vacancies (is about 30-50% of all work places). This could be decided by deleting and creating new buildings, but the problem will appear again in 10-20 years. How could i to fill workers on free vacantions?
algernon  [作者] 10 月 4 日 上午 12:50 
@Banter So you've tested with no other mods active?