Cities: Skylines

Cities: Skylines

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Lifecycle Rebalance Revisited 1.6.8
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19 Mar, 2020 @ 3:11am
22 Apr, 2024 @ 5:12pm
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Lifecycle Rebalance Revisited 1.6.8

Description


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

New in 1.6
  • MAJOR NEW FEATURE: realistic early life ageing and progress, from early childhood to young adult (optional, customizable)
  • New early life ageing is matched to real-world values and stages and includes a pre-school stage of life (young children)

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]
Popular Discussions View All (14)
11
23 Nov, 2022 @ 7:37am
All immigrants are uneducated
NerV-0-sol
5
5 Feb, 2022 @ 11:41pm
A Mod caused an error [ModException]....
Literally1984
3
13 Aug, 2023 @ 2:14am
aging slider settings and realtime
Tomahawk
1,623 Comments
algernon  [author] 14 Jun @ 5:10pm 
@JeffB The options menu for this mod (and other mods, and the game options) can be accessed in-game simply by pressing the escape key and pressing the 'options' button.

You can also open he options menu from the main menu by via the options button there - no need to go into the content manager (which is probably the least convenient way of accessing mod options, for this or any other mod).
JeffB 14 Jun @ 10:35am 
Just subscribed and loaded. Can this mod be opened and settings adjusted in-game?? Or only in the Content Manager?? I don't see an icon and I'm not sure if there's a keyboard shortcut to open.
BIMBO_TRAYARDER 14 Jun @ 7:00am 
this mod is better than cities skylines 2
algernon  [author] 8 Jun @ 11:14pm 
@Angelhearth You're correct in that the ending age for a given education level is the starting age of the next, but for Universities it's a little more complex (especially if you have the Campus DLC and noting that each university type will only work for a subset of citizens) , but assume the age at which Young Adults become Adults. I'm not quite sure what you're trying to achieve, sorry, so can't really provide any more guidance about achieving what you want.
Angelhearth 7 Jun @ 3:27am 
My city has 82,531 inhabitants at the moment and they are all absolutely geniuses, which is a pain in a certain place. The number increases by 670 atm and even with the setting mentioned, there are no increase in the number of students, as I can see. I know there's a lag, much longer than usual, with this mod (speed set to 3), and it drove me insane when first starting this game, since it took hours upon hours before the citizens reached 6 years. Is the solution to set the ages to 0 for elementary, 8 for high school and 16 for university? What I really, really, really miss is a mod that shows statistics, real statistics, for everything. *sigh*
Angelhearth 7 Jun @ 3:27am 
I have a problem with my citizens and their education level. This mod sets their starting year in elementary, high school, and university, but not for how long they should stay there. I figure for elementary it is the difference between start of it and start of high school, and high school is the same but to university, but for university I'm not certain if there is a set length of time. At least it seems to me like my citizens gets their degrees in a way too fast time. I also set the average migration education level to "Decrease", but I would have liked a slider, or a choice saying complete morons, because I need them to fill up my universities, which they don't do, sadly.
algernon  [author] 28 Mar @ 3:00pm 
@CEMN If this mod is active, Real Time will disable its own life speed functions. As to what speed this mod runs at, it depends on what speed you set in the options (it can be faster or slower, depending on which settings are used for which mod).
CEMN 28 Mar @ 6:35am 
Hello! How does this mod interact with Real Time? Does it speed up lifecycles compared to RT?
algernon  [author] 17 Mar @ 7:33pm 
@whathead07 Have you tried removing your existing settings files?
whathead07 17 Mar @ 4:51pm 
I did, yes. I made a new save each time i changed something to test.