Cities: Skylines

Cities: Skylines

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Lifecycle Rebalance Revisited 1.6.8
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19 mart. 2020 la 3:11
22 apr. 2024 la 17:12
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Lifecycle Rebalance Revisited 1.6.8

Descriere


Using Game Anarchy?
Be sure to DISABLE Game Anarchy's "Maximize education coverage" option.

Be sure to check out the wiki[github.com] for detailed documentation!

Overhauls the game's ageing, immigration, and lifecycle system for more realistic (and better balanced) results.
Includes options to adjust:
  • School eligibility ages
  • Lifespans and ageing milestones
  • Ageing speed (compared to game time)
  • Transport preferences
  • Chance of illness
  • Deathcare requirements
  • Immigrant education levels

ANY AND ALL OPTIONS CAN BE DISABLED; if you don't like some aspects of the mod, you can turn them off and only use those aspects you want.

Background
This is the official continuation of Whitefang Greytail's Citizen Lifecycle Rebalance mod, and is fully backwards-compatible.

This mod is specifically designed to work in conjunction with Realistic Population revisited, but can also be used independently.



Lifecycle changes
Realistic childhood
Children no longer go to school immediately after being born, but instead will start school at age six (customizable in the options panel). This provides more realistic and balanced demand on your education institutions.

When you start a new city, it's normal for there to be no children eligible for school for the first few years, until the initial cohort of of children become old enough to start.

Realistic mortality rates
Cims have a chance of early death, and realistic distributions of death depending on their age, calculated from real-life stats using the Australian Government Actuary table (2010-12)[aga.gov.au]. Death rates will naturally increase as cims age, resulting in a more natural distribution of deaths than in the base game.

Illness rates
Cims have a random chance of becoming ill, based on their age. This means that the standard of healthcare provision is more relevant, and can add another randomising factor to cim lifespans.

Immigration
Immigrants to your city will now have a wide range of ages, from child through to seniors; there's also an option to randomise immigrant education levels. Incoming teens will automatically have elementary school education, and some (but not all!) incoming young adults will have high school education.



Transport preferences
The default configuation is designed to work in conjunction with the Realistic Population revisited mod, and implements higher car usage in low-density areas but lower car usage in high-density areas (compared to the base game). Additional optional configurations are also provided for default game, car-heavy usage, and car usage scaled according to wealth (see 'Configuraton file' below). This setting can also be easily disabled in the mod's options panel (reverting to base-game behaviour).



Includes optional 'no deathcare' functionality
See the 'Death' tab in the mod's options panel. Set to 0% to remove the need for hearses entirely.



Configuration
Check out the options panel - everything this mod does can be customized or disabled.

The wiki has more information, including on the XML file format used for configurations if you want to edit them manually (the options panel is much easier, though).


Warning
If you activate this mod on an existing savegame, be aware that it WON'T solve any impending death wave, as the ages of cims who have already moved in will remain unchanged.

However, subsequent deathwaves will be increasingly smoothed by the mod's operation (note that it may take several deathwave cycles to settle down properly), and you can use the mod's inbuilt 'no deathcare' functionality to avoid your buildings becoming abandoned from an overload of dead bodies.

Obviously, activating the mod with default mod settings on an existing city will change your city balance. Exactly how, and how much, will depend on the specifics of your city and its population, but generally speaking, with default settings you'll typically have a larger workforce due to the later retirement age.

Otherwise, this mod is safe to enable or disable at any time.



Incompatible mods



The old Painter and Garbage Bin Controller mods conflict with this mod. Compatible modern replacements are Repaint and Garbage Bin Manager.

No Deathcare conflicts with this mod (this mod includes No Deathcare functionality).

Please unsubscribe from the original Citizen Lifecycle Rebalance mod before using this one (and also Resident Travel Rebalance and Lifespan Multiplier if you have those, as those are subsets of Citizen Lifecycle Rebalance).

The Real Time mod specifically checks for, and works with, this mod.

[discord.gg]



Meta
Huge amounts of credit to Whitefang Greytail, the creator of the original Citizen Lifecycle Rebalance mod.

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]
Discuții populare Vezi toate (14)
12
1 iul. la 17:52
All immigrants are uneducated
NerV-0-sol
5
5 febr. 2022 la 23:41
A Mod caused an error [ModException]....
Literally1984
4
28 iul. la 5:56
aging slider settings and realtime
Tomahawk
1.647 comentarii
algernon  [autor] 21 oct. la 2:52 
@TheJpanther Crashes can only be diagnosed by examining output logs . If you share yours from immediately after a crash (and before you restart the game) then I can have a look.
TheJpanther 21 oct. la 0:28 
@algernon thanks for the fast reply. Do you have some tips if the game crash? I didn't have any kind of crash before add the mod, and now it happen sometimes (not frequently). Everything else work great and it saved my city <3
algernon  [autor] 20 oct. la 14:59 
@TheJpanther This mod still works fine. Flickering graphics are nothing to do with it, however; that would be a different mod causing it.
TheJpanther 20 oct. la 8:30 
it still work? the game pop up some advice about the mod being old and some flikering graphic when i load my save... should i set something in particular or it just work like that?
hecxau 15 oct. la 4:47 
@algernon Ok, thanks for your remark, it's good to know. As I said, I've recently installed this mod, I need to get used to it first and try to see if it the aging speed is for me logical. Thanks again.
algernon  [autor] 15 oct. la 3:05 
@hecxau Going below 1x breaks some game systems, and doesn't give enough simulation time to make citizen age progression meaningful. The rapid ageing and death also tends to break city economies, as often it means that workplaces can't keep up with vacancies caused by the higher death rates.
hecxau 14 oct. la 23:45 
@algernon
Thank you. In that case, I have a question: why don't you give the possibility that change the standard speed so taht it is quicker? Because all of your options make the speed slowilier. Even your suggested speed is 3-times slowlier as the normal game. I don't know you and other players, but that means that there should be a lot of in-game time (an in real life playing time) so that one can percieve how the population changes. Isn't it so?
algernon  [autor] 14 oct. la 15:22 
@hecxau Real Time will disable its own aging timing and defer to this mod if both mods are present.

The game only has probability checks for car, bike, and taxi modes. There is no specific walking or public transport probability check in the game; see the mod's wiki linked in the description above for mod info.
hecxau 14 oct. la 5:27 
Another little question: it is very interesting and useful to set the likelihood of using transportation. But there is only car usage, bike and taxi as transport mode. What about the public transportation? Do I have to suppose, that other probabilities which are not included in the configuration option are for walking and public transport?
Thanks!
hecxau 14 oct. la 5:21 
I have a question regarding the "priority" of the mods, that means, which mod will at the end have an effect. I use this mode (just installed it, I have never used it till today) and also real time, which I have always used. Real time has the option 1 day equals 1 cims' lifeyear. But Lifecycle rebalance uses another scala which is far slowlier, very slow. Even the standard-vanilla option means, if I done the maths properly, that one day in game equals one week of cims' life. Now the question is: If I activate this option in Real Time and I put the speed aging in Lifecycle Rebalance to 1 (because it cannot be deactivated), which one is going to work?
For me ist the speed 1 day=1 year adequate. But if the speed is slowlier, what's then the meaning of setting the schoolage at 6 for example, if the player must play 42 in-game weeks (which means his city and simulation of the cims isn't going to change for a long time) to see a new simulation??