Realistic Population and Consumption Mod v8.2.2
Version 1.6.2-f1 compatible.
This project is to make the cities that we craft to have values which feel more realistic and started as a fork of Kundun’s work.
– Low density houses are now one household, with two households being uncommon.
– The number of workers and high density households will be determined by the volume of the building as seen by the size of construction scaffolding.
– Employment based on education level have changed. Offices shifts to more university educated, while commercial and industry will shift towards high school educated.
– Tweaked pollution levels, water and electricity consumption, garbage accumulation and income of different buildings.
– Production of goods for extraction of specialised industry (farm, forest, ore, oil) has been reduced.
– Production values from offices are determined by the number of people.
The XML will be first created when active on exit from a city. A file named WG_RealisticCity.xml will appear in the default location.
Default location by OS
Windows = C:Users<username>AppDataLocalColossal OrderCities_Skylines
Mac = /Users/<username>/Library/Application Support/Colossal Order/Cities_Skylines
Linux = /home/<username>/.local/share/Colossal Order/Cities_Skylines
The mod has a secondary location which is in the executable directory. The xml file can be moved to the secondary and it will stay there.
Changed values in the file will be seen on loading a different city or loading from the main menu.
I have taken power and water values from my home town of Perth, Australia and attempted to set them to the mid-level buildings for the game.
Perth uses about 350GL a year and the record for power usage is about 5GW.
Income is scaled in line with expenses to make it a bit harder to turn a profit.
This mod is best used for new games only. The mod changes the visible worker counts on load. Population numbers will change if they are greater than the previous time the city was played. Demand will also shift with commercial and industrial/office dropping due to higher worker numbers and residential demand rising as well.
This mod can be applied to an existing game. Just be warned that most shops and offices will be abandoned. This is temporary while the game rebalances and I suggest that a good number of office zones are removed. You may also have land value issues with apartments, but increasing land value will fix that.
Be warned that traffic will increase if not enough public transport has been provisioned.
To restore the defaults for a building just delete that building’s line. The mod has defaults it will rely on and will write it out to the file. If there are any exceptions found in parsing, then that entire line in the XML will not be used and default values, or the last successfully loaded values will appear.
To return everything to defaults, delete the file before starting Cities Skylines.
WG Citizen Lifecycle Rebalance
Transport Capacity (or any that are equivalent)
Building Simulation Overhaul
Proper Hardness
PopBalanceMod
Enhanced Building Capacity
Any mod which overlaps changes to building’s households, worker count, power, water, sewage, garbage, income, pollution or production.
Code for viewing is available here[github.com].
Screenshots from the game were captured by myself, the second half of preview image taken by JJ Harrison[commons.wikimedia.org] has my thanks.
Last two screenshot featuring Gula’s Slothingham Place as a demostration of the mod working for user created buildings, provided the building model and scaffolding is correctly defined.
And Gula’s Kingdom Tower to show it supports the Ploppable RICO mod (values might change)
Credits to Egor Aralov’s redirection utils[github.com] and Cope’s redirection helper[github.com]
If you wish to donate, follow the link below. Many thanks in advance if you do.
[www.paypal.com]