cities skylines мод на реалистичное население
Realistic Population and Consumption Mod v8.4.0
Uploaded · Published May 1, 2015 · Updated January 26, 2020
Last revision: 25 Oct, 2018 at 14:13 UTC (1)
File size: 168.96 KB
Description:
Version 1.12.0-f5 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, without an override.
– 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.
– Land values affect land tax income (as a 50% land value per household/production unit).
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 AppDataLocalColossal OrderCities_Skylines
Mac = /Users/ /Library/Application Support/Colossal Order/Cities_Skylines
Linux = /home/ /.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.
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.
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)
Revisions:
Old revisions of this mod are available below. Click the link to download.
Подпишитесь, чтобы загрузить
Realistic Population and Consumption Mod v8.4.0
Version 1.12.0-f5 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, without an override.
— 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.
— Land values affect land tax income (as a 50% land value per household/production unit).
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\ \AppData\Local\Colossal Order\Cities_Skylines
Mac = /Users/ /Library/Application Support/Colossal Order/Cities_Skylines
Linux = /home/ /.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.
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.
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)
Realistic Population Revisited 1.4.3
Uploaded · Published March 19, 2020 · Updated January 28, 2021
Author: algernon
Last revision: 6 Jul, 2020 at 03:23 UTC (13)
File size: 358.4 KB
Description:
Looking for a more realistic simulation and gameplay experience? Sick of having half-a-dozen families crammed into a single suburban house, while tall apartment buildings only contain a ridiculously small number of households? Tired of empty downtowns because all your office buildings have only a handful of workers?
Want buildings to more accurately reflect real-world capacities, land tax revenue to be realistically affected by land values, and production and consumption rates made more realistic – so that your cities can evolve, behave, and grow more realistically, while giving you more varied challenges and meaningful decisions around population density and required supporting infrastructure?
Then this mod is for you!
This is the official continuation of Whitefang Greytail’s Realistic Population and Consumption mod. Please unsubscribe from the original mod before subscribing to this one.
This mod is not (currently) recognised by the original Ploppable RICO mod. Please use Ploppable RICO revisited instead.
This mod changes the numbers of households and jobs in buildings to more accurately reflect real-world values. Detatched surburban 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. A small unit block might only have six households, whereas a taller one might have dozens (or even hundreds with large RICO buildings when using the Ploppable RICO Revisited mod). Office buildings and other employers support significantly more workers than the very low base game numbers; a single downtown skyscraper can now support hundreds of jobs, not just 12! Overall, this will result 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 values based on education levels 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.
Finally, tax income is now affected by land values. Raising land value, for example by placing parks, now increases your tax income. Income is scaled with expenses, providing a better balance than the base game.
The effect of all of this is to 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. Conversely, 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.
By default, all low density residential buildings are set to have only one household unless this is overridden in the building’s settings. Default overrides are already in place for some vanilla assets (so duplexes/semi-detached houses correctly have two households).
For workers and high density residential buildings, the number of jobs/households is determined by the volume of the building (width x length x height as determined by construction scaffolding). Power and water consumption values are based of the real-world values of Perth, Western Asutralia and scaled for the game. All this is configurable.
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.
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. However, with appropriate zoning and transportation adjustments, your city can be rebalanced to the new reality.
New games started with this mod can now 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 probably also want to hold off zoning much high-density until you’ve got some decent transportation infrastructure in place.
Configurations can be changed by editing the WG_RealisticCity.xml file [github.com] (100% backwards compatible, so your existing configurations from the original mod will still work), or by using the editor in the mod options panel in-game.
Comments are actively curated in order to keep the comments section useful and relevant to others.
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.
Revisions:
Old revisions of this mod are available below. Click the link to download.
Подпишитесь, чтобы загрузить
Realistic Population and Consumption Mod v8.4.0
Version 1.12.0-f5 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, without an override.
— 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.
— Land values affect land tax income (as a 50% land value per household/production unit).
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\ \AppData\Local\Colossal Order\Cities_Skylines
Mac = /Users/ /Library/Application Support/Colossal Order/Cities_Skylines
Linux = /home/ /.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.
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.
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)
Cities skylines мод на реалистичное население
A list of all the mods that I think make the game very realistic and more fun to play! It makes the game more and less of a challenge on different subjects, all fluxuate between what they improve on the game. If a mod isn’t compatible with another, please let me know so I can update the list. The goal is compatibility so we can simply hit subscribe and play these great mods!
There are also some utility mods that correspond very well with the below mods, they’re not required but are very helpful and add to the feel. (automatic bulldozer, pipe upgrader, etc.)
Version 1.12.0-f5 compatible.
Redish-brown grass version of the No More Purple Pollution mod.
This mod changes the color of ground pollution from the default purple color to a brown shade of grass. Special thanks to reddit user, ‘mtko’, for discovering how to modify t.
Please note: this is just a temporary band-aid. In order to make a truly custom theme, the map theme editor requires someone who knows texture mapping and all that stuff, so.. that would.