Realistic population
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Realistic Population 2 2.2.4
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Realistic Population 2 TESTING
Uploaded · Published · Updated
TESTING ONLY. NOT FOR REGULAR USE.
Currently testing updates to 2.2 before updating the (main workshop branch)
UNSUBSCRIBE FROM ORIGINAL BEFORE TESTING
This is the testing branch for Realistic Population 2, the sequel to Realistic Population Revisited (which in turn is a sequel to WhitefangGreytail’s Realistic Population and Consumption mod, which in turn was a sequel to Kundan’s PopBalance mod…)
As a testing branch, it’s entirely possible that this version may contain undiscovered bugs, and changes in calculations and data formats in each update can throw established cities off-balance. As with all Beta tests, use with caution on any ‘keeper’ cities (and – as always! – make regular backups, just in case).
Meta
This mod uses Harmony[github.com] version 2.2 by Andreas Pardeike via the Cities Harmony mod by boformer.
Source available on GitHub[github.com].
Translations
Translations for this mod are now managed via CrowdIn[crowdin.com]. Please leave a message below if you’d like me to add another language on CrowdIn.
Download
Revisi
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.
Changes from vanilla game
– 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).
Where is the XML file?
The XML will be first created when active on exit from a city. A file named WG_RealisticCity.xml will appear in t
This item has been removed from the community because it violates Steam Community & Content Guidelines. It is only visible to you. If you believe your item has been removed by mistake, please contact Steam Support.
This item is incompatible with Cities: Skylines. Please see the instructions page for reasons why this item might not work within Cities: Skylines.
Realistic Population 2 2.2.4
This topic has been pinned, so it's probably important
FEATURE DIVE: Setting your own values for buildings (manual override)
Did you know that Realistic Population 2 has the option to simply and easily override the mod's population calculations for a building asset to whatever figure you want, just by entering that figure in the building settings?
Did you know that this works not just for residential and employment buildings, but also for schools (if custom school calculations are enabled)?
Any building supported by Realistic Population 2 also supports manual overriding of the mod's calculations. This feature enables you to easily and quickly change the number of:
Households
(for residential buildings)
Jobs
(for industrial, commerc