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
2,488 条留言
algernon  [作者] 23 小时以前 
@Angelhearth 2/2 In short, the simplest way to see how different calculations affect the particular buildings that you're interested in is to use the in-game editor to select different packs and see how it affects your buildings.

Note that non-Industries farms are particularly painful because they're so unrealistically small. In real-life there would generally only be part of a job for most of them, and only the most intense agriculture would warrant a full-time job for even a 4x4 plot. So if you want something a little less realistic, you're probably best to make up your own employment figure and assign that directly.
algernon  [作者] 23 小时以前 
@Angelhearth 1/2 It's impossible to give a simple "what it means in terms of number of citizens", because each uses a different calculation method or basis. The names of particular sets are hopefully self-explantory; vanilla is the base (unmodded) game, single dwellings is one-household-per-building, duplex is two-households-per-building, and so on.

Each will interact differently depending on the physical model shape. Generally the European calculations will give slightly higher values than US packs, but how much will be different depending on building category. The calculations are all derived from real-world sources and the real world just doesn't simplify itself into nice neat easily-explained categories.
Angelhearth 11 月 3 日 上午 1:06 
I'm missing the most basic explanation to what the different settings mean. Population density: Legacy WG calculations/Vanilla/Single dwellings/Duplexes/European Apartment etc. Building Floors: Generic/Standalone houses etc. for the Residential, Commercial, and Industrial tabs. I tried searching the Wiki, but nothing came up. I just want to know what each settings means in number of citizens.This got my attention when I checked workers on my Horse farms (https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=605827328) where a 1x1 tile needs 1 worker and a 4x4 tile also needs only 1 worker.
headquarter8302 10 月 31 日 下午 8:23 
@algernon Well then, I should go and start adding entries to the config then. Thank you for the response
algernon  [作者] 10 月 31 日 下午 5:23 
@headquarter8302 Ah, I see. In that case, no, there's no bulk-change the configuration within the mod UI, but you can edit the .xml file directly with the text editor of your choice, which might make it easier for your case.
headquarter8302 10 月 31 日 上午 5:54 
@algernon Because I mix vanilla, BIG residential, and Middle Housing in my city. I assume changing the default calc value will affect all buildings, not only the Middle Housing one
algernon  [作者] 10 月 30 日 下午 11:30 
@headquarter8302 Why not just change the default calculation pack for low-density residential?
headquarter8302 10 月 30 日 下午 6:04 
Is there a way to bulk-change the household configuration? I'm using Vanilla Middle Housing which contains dwellings that contain more than one households, but the default mod setting is 1 household per low-density residential
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!