Cities: Skylines

Cities: Skylines

Realistic Population 2 2.2.4
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?
Banter 10 月 3 日 下午 7:05 
@algernon hmm strange, ive never changed any figures in the mod, reset them all, and reinstalled and it continues to do it.
I have confirmed its either the mod itself doing it or its affecting something else as disabling it stops the massive income flow
algernon  [作者] 10 月 3 日 下午 5:57 
@Banter This mod can't do that unless you've customized your income figures.
Banter 10 月 3 日 下午 12:45 
Recently ive encountered a bug with this mod that will just give me an insane amount of income at the start of the game. I will have a city with like 150 pop and I will watch as the income rises out of the negatives and into 90k+ incredibly quickly
xDanilor 10 月 1 日 上午 1:40 
Thanks a lot, I'll look for guides then
algernon  [作者] 9 月 30 日 下午 3:54 
@xDanilor It's impossible to say with 100% certainty without details, but it sounds like the classic education/employment level mismatch. There are various guides around that can help you with that (this mod doesn't change the game mechanics, so you don't do anything specific for it that you don't do with the base game).
xDanilor 9 月 30 日 上午 8:28 
so i'm at 5000 population in my new game (standard game, not sandbox) and i'm noticing that my industrial area got almost completely abandoned the moment i provided my citizens with education, especially the big factories that provided lots of workplaces. Also demand for shops is always quite high but they too struggle a lot to find employees. My residential demand is always max but it seems like i can never get enough workers. Is this how it's supposed to be? I'm kinda looking forward to unlocking high density residential because rn the urban sprawl keeps getting bigger but factories and shops keep closing down haha
xDanilor 9 月 28 日 上午 7:32 
automatic? that's insane wow, alright thanks!
algernon  [作者] 9 月 28 日 上午 6:02 
@xDanilor No, household and worker counts are automatic, based on the physical size of the building model. You can customize if you want to, but it's not required; the mod will do all the calculations for you as soon as it's enabled. If you don't want to micro-manage, all you need to do is install and enable the mod, and you'll immediately have more realistic values applied, no need to do anything extra.

For more detailed info, see the wiki linked in the description above.
xDanilor 9 月 28 日 上午 2:10 
Hello! I haven't played CS in so many years, but the itch came back. I installed this mod and on having a blast with it, though I have a question: I have almost the entire Quad set of growables (They're mostly skyscrapers and high tech industries). I imagine I have to manually fix the values of households and workers right? Where can I do that? And is it possible to also check the vanilla buildings values, so that i can copy paste them? Thanks in advance!
Roachstradamus 9 月 21 日 上午 10:12 
@algernon Good to know. Thanks for the info!
algernon  [作者] 9 月 19 日 下午 5:39 
@Roachstradamus It works with all buildings. Base game, DLC, CCP, Workshop, local,custom, whatever. The mod doesn't care (and doesn't even know, because there's no point finding out) where the buildings come from.
Roachstradamus 9 月 19 日 上午 6:25 
This might've been answered already: does this work with buildings from the Emerging Downtown DLC or do I need to configure the household values if the options are available?
电脑玩家 鲨鱼 9 月 11 日 上午 8:38 
伟大,无需多盐
Daverd29 9 月 11 日 上午 12:55 
@algernon, ah alright, thank you for the info & apologies for my misunderstanding! Good to hear it's not this one :)
algernon  [作者] 9 月 7 日 下午 4:47 
@AdmralSnackbar Yes, you can, by settting all the population calculations to use the Vanilla (base game) calculations in the mod's options panel (see also the wiki linked in the description above).
AdmralSnackbar 9 月 6 日 上午 10:49 
This mod is working great for me, thanks! A quick question - I want to implement only the tax income updates (based on land value) to one of my older cities, without the population changes, but haven't been able to figure out how to do it. Is this possible within the mod?
algernon  [作者] 9 月 5 日 上午 5:40 
@Daverd29 That would mean that you have an outdated and broken mod somewhere, as that error means that something is trying to load a game data type that was removed multiple game versions ago (and to be clear, this mod is fully up-to-date).
Daverd29 9 月 5 日 上午 3:06 
Hi there, when I want to plop some assets linked to industry or offices, I get an error "system.typeloadexception: could not load type 'problem'". Is this linked to this mod or how can I resolve that one? It seems to happen only to those types of buildings & the settings for residential or commercial ones seem to be default as well. Thank you already in advance! :)
caddywonkus 8 月 21 日 上午 10:52 
That was my bet, thanks! Hopefully t1a2l still does some C:S1 stuff. If not then I'll just have to keep a table handy of what's "really" what. Still partly your fault though - I only wanted that toolbar because this awesome mod "made me" want a bigger variety of appropriate-capacity schools. ;) lol
algernon  [作者] 8 月 21 日 上午 12:10 
@caddywonkus That would be an issue with Better Education Toolbar - presumably it's not using live values. There's nothing that can be done about it from this end, but shouldn't be too hard for B.E.T. to fix it.
caddywonkus 8 月 20 日 下午 9:39 
Realistic Population and Better Education Toolbar don't seem to get along. The school capacites show original values, not the calculated ones (vanilla or workshop). They're correct/calculated when placed, just wrong in the toolbar. Doesn't matter if Unlock All is enabled or not, though oddly if it's enabled -while in the game- (Game Anarchy) the toolbar shows the calculated capacities. Unfortunately it doesn't last. Save/load that game, and they show original numbers again. Not sure which mod is the culprit; posting this on both in hopes it's an easy-ish fix for one or the other (or y'all know each other ;) ).
p.s. NE2 isn't involved, I don't have it.
patrioticparadox 8 月 3 日 下午 7:39 
You can adjust houses that have a duplex design, or otherwise could hold multiple families, using the realistic pop button on their info card.

You can use Customize It Extended to modify the farm buildings to suit your needs.
Frauwyne 8 月 3 日 下午 4:47 
Hi, may I suggest reducing the number of jobs created by farm buildings? small farming towns end up being larger than the farmland around it, also some low density houses can definitely hold more than one household based on their design, so if that's something that can be adjusted it would be cool as well, otherwise great mod.
algernon  [作者] 7 月 10 日 上午 6:14 
@SaintDevil That's the mod defaults for low density, or for unrealistically small high-density buildings. You can change that in the mod's settings (see the wiki linked above).
SaintDevil 7 月 10 日 上午 5:09 
I have an issue where every residental building, regardless of size, has only 1 household. Couldnt find anyone else with that issue sadly
algernon  [作者] 7 月 2 日 下午 3:33 
@Gatcha This mod sets building population capacity; it doesn't create citizens by itself, that's all generated by the same base game processes as usual.

If you're not getting a single resident then the first thing to check is that residents have a path to move into the city. Highways and one-way roads in particular can be placed in situations where citizens can't actually reach your city's buildings.
Gatcha 7 月 2 日 上午 8:30 
Its just not working for me i am not getting a single resident what can i do?
algernon  [作者] 6 月 20 日 下午 8:15 
@ChaoticDucc It already does.
ChaoticDucc 6 月 20 日 下午 2:44 
Any way of making this mod play nice with the University DLC?
Angelhearth 5 月 28 日 下午 11:55 
@algernon Thanks a bunch. I'll restart the game and try it with all 3 mods.
algernon  [作者] 5 月 28 日 下午 3:38 
@Angelhearth This mod just changes population, and doesn't touch any of the game's underlying employment/unemployment operation.

What you seem to be asking is about basic gameplay, which I don't have enough space here to go into detail on (check out some of the available guides on employment for more details), but what you saw there is to be expected if your new (empty) residential building levels don't match the education requirement for jobs (quite common with new residential buildings which start at level 1, which doesn't attract skilled workers) - the companion mod Lifecycle Rebalance Revisited (linked above) has some functions that can help with that, but ultimately, addressing over/under-employment isn't just about raw numbers, it's about matching education levels.
Angelhearth 5 月 28 日 上午 8:54 
I've never been really interested in unemployment rate and such, but this time around I wanted to do exactly that. So, at a population of a little over 350,000 I started building only residential, because I lacked some 25-30,000 workers. The problem is that the unemployment rate surged from 4% to over 20%, and people started moving out. So, is it the game as such, or is it this mod that gives unemployment rates of over 20% with job offerings of 25 to 30,000? And is there a mod that really looks into the citizens overall welfare, that will show the real values?
algernon  [作者] 5 月 23 日 下午 3:55 
@chris.m.dangelo Glad you got it sorted!
chris.m.dangelo 5 月 23 日 上午 11:47 
@algernon

It's working now! Some other sneaky mod was broken after the last update. I just automatically assumed it was this one since when I tried to update this on my old machine, it flipped out and froze in a similar manner. (There's a reason why I replaced that computer...)

Anyway, thanks again for the response! It is greatly appreciated1
chris.m.dangelo 5 月 23 日 上午 3:05 
@algernon

My bad- it is an old save file. 'Updating the calculations' is coming from the popup window, not manually adjusting. I don't know if I have Loading Screen Mod Revisited. Can look into that and seeing if stripping away other mods resolves the issue. I worry about that though since I have had the game completely seize up when I've removed some mods and assets before that I've used in a city extensively. (Removing just parts Network Extensions made the game unplayable, and I tremble at removing MOM.)

The freeze is odd. I can click buttons and music plays, but I can't select or plop anything. At first I thought it was just the game re-calculating a city with 130k people, but after 2 hours of nothing... Was surprised to have it happen when trying to keep the vanilla calculations.

Will try uninstalling mods. Any other thoughts will still be greatly appreciated too! Thanks for getting back so quickly!
algernon  [作者] 5 月 22 日 下午 5:36 
@chris.m.dangelo Are you suggesting that the Steam Workshop's discussion feature is just a quick-and-dirty hack by Valve that has never been given any proper development attention and support? Well, I never! :)

Regarding your issue, I'm a bit confused with your usage of both 'new' and 'old' at the same time. Are you saying that you're starting a new city, or an old one? And by 'update the calculations', are you doing that directly in the mod's options, or via the popup that you get when you load a save that hasn't previously been used with the mod? If the latter, have you tried without any mods other than this mod, Harmony, and Loading Screen Mod Revisited active?
chris.m.dangelo 5 月 22 日 上午 6:27 
Hello-

With 2000+ comments, I'm sure someone has had this issue before, but I can't quickly find it. I just re-opened a new city. I tried to update the calculations, but the game froze for hours, unable to resolve the changes. So, closed and selected to keep the Vanilla calculations, but it still froze up. I would like to be able to still play this old city with the mod installed. Has anyone else had this issue and have a solution?
algernon  [作者] 4 月 21 日 上午 4:49 
@aimnhfz98 Who knows? Possibly the Steam Workshop bug where it randomly deletes mods and assets that you're still subscribed to. But there's no way of knowing without you giving any details, and in any case, it's nothing to do with this mod.
aimnhfz98 4 月 21 日 上午 2:14 
Why me high school disappear?
algernon  [作者] 4 月 20 日 下午 6:24 
@DaxipooMyPookie Yes. As a general rule, all mods will work on all maps.