Cities: Skylines

Cities: Skylines

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Real Time 2.6
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1.503 MB
23 Oct, 2023 @ 5:46pm
19 Feb @ 4:25am
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Real Time 2.6

Description


Welcome to Real Time!

Are you wondering why your Cims never sleep and keep working and studying all night long? Do you also think that the "days" flying by on the time bar are not so real? A fully-crowded bouncy castle park in the middle of the night is not that nice, right?

Well, then this mod is for you! Real Time makes the game more real and way more challenging! You have to prove you are a good city planner and builder!

Please read the FAQ! This helps you avoid common mistakes when using Real Time!
FAQ

Update 2.6

School and Student-Related Features
* Students and workers at campus will try to eat at the cafeteria for lunch.
* Schools can now recruit students even when closed.
* The academic year starts on weekdays between 9 and 10 AM.
* The academic year includes a 24-hour gap before the next year for graduation ceremonies and to let students finish and graduate.
* The academic year will not end at night or on weekends.
* Students, like workers, won’t go to school if half the class has already passed.
* "Toga party" duration is now adjustable by users.

Hotel and Tourist Features
* Hotels are now searched based on a list of availability, not based on a search radius.
* Support for base hotels and After Dark workshop growable hotels to accommodate tourists.
* Commercial and office buildings will still emit hotel attractiveness even when closed.
* Tourists will leave the city if there are no suitable alternatives when buildings close.

City Views
* Wind mode will show open and closed buildings.
* Natural Resources mode will display people in closed buildings in blue.

Building and Gameplay Mechanics
* People will start searching for a new place to visit when a building is about to close. If a building has already closed, they will go home, to a hotel, or leave the city.
* Added new events in unique buildings from various DLCs.
* Fix for the bug where people were stuck waiting for the hospital.
* Added "ignore policy" functionality—currently works only for leisure buildings to bypass the "nimby policy."
* Fish market and library work-time support.
* Go on vacation and return between midnight and 2 AM.


Key Features

Time flow

*The game time flows slowly. You can configure the speed for the daytime and for the night time.
*The sunrise and the sunset times depend on the map location and on the day of year. For example, the days in summer are longer than in winter.
*Citizens grow up slower. 1 in-game day equals to 1 citizen's year. Citizens live up to 85 years, so with Real Time - up to 85 in-game days.
*Slower aging changes the education system: a child needs 5 in-game days to graduate from an elementary school and become a teen. A teen needs 10 in-game days to graduate from a high school and become a young adult. Finally, a student needs another 5 in-game days to get the highest education level.
*The Academic Year of the Campus DLC lasts for 7 in-game days

Work...
*The adult citizens go to work in the morning. The children go to school.
*The adults may also work second shift and even night shift! And even on weekends! See the work shifts overview for details.
*Expect a lot of traffic! Prepare your roads and plan wisely. Don't underrate the pedestrian paths and pavements! Citizens like to walk and do that often!
*Citizens need some food for breakfast, so they try to find shops that are closely located to their homes. Make them happy, place some commercial buildings in your residential districts!
*Like in real life, the citizens will be working hard and will need a break. They will go out for lunch, if you place some commercial buildings near the citizens' workplaces.
*Citizen now can go on vacation for some days! Families prefer to go on vacation all together (parents and children).

...and relax
*The school ends earlier, so the children can have spare time!
*After work or school, the citizens go shopping or relaxing. They also might find somewhere a freaky bar or a cozy restaurant (a leisure commercial building) and go party!
*Of course, children stay at home in the late evening.
*Maybe, the citizens will attend some events like a football match. In addition to the game events, there are some other events for various unique buildings in your city.
*Tourists can stay in your city for longer, and if you have some hotels, they'll go there for sleepover.
*In the night time, no one will visit parks; a single exception: you activate the 'Night tours' policy in your park (Park Life DLC). Otherwise, only real badass citizens will go out and party at night (in leisure buildings, if there are any).
*Some citizens will take night shopping tours though. But not the children or the seniors - they sleep at night.

More real
*Citizens might go shopping even when they don't need any goods - just for fun!
*Tourists are not so dumb as usual and also prefer to sleep at night.
*The buildings will be constructed slowly! And there are restrictions how many construction sites are allowed at the same time in the city.
*The building construction sites pause at night. The workers there need to sleep too!
*Citizens switch the lights off when they are going to sleep! And many parks too.
*When the weather becomes bad, citizens try to shelter from the weather in the buildings.
*Citizens remember how long they need to get to work and use this in their schedules - they try to be on-time.
*When waiting for public transport for too long or stuck in a traffic jam, citizens get angry and cancel their journeys.

Important note
Real Time works best with medium-sized cities (population up to 65.500). With large cities, there are some game limitations that make it difficult for Real Time to keep the citizens behavior realistic. Furthermore, the CPU usage and the graphic adapter load might increase drastically. You can still use Real Time with large cities if you don't mind those inconveniences.

Localization

The mod is translated into all languages the game supports. However, some of the translations are incomplete.
If you would like to help translating the mod into your language, download an XML file[github.com] and translate it! You can also submit a pull request on GitHub.

Source code

For those who like to dig into code, here is a direct link to Source Code [github.com].
Also, you can collaborate and help developing this mod further. Pull requests are accepted!

Link to Original Mod

Original Mod


Special thanks
To dymanoid the original mod creator.
To algernon, krzychu124 and macsergey for the help and input.
To Gruny from the awesome images!

[ko-fi.com]
Popular Discussions View All (8)
0
12 Jun @ 2:53am
Work shifts
Dreamer8792
578 Comments
C._.502 14 Jun @ 12:47am 
Hello :) I wanna ask that is there no solution at this moment for high crime rate in campus area (DLC) ? Because i found out that after the campus is closed , the crime rate has started to raise within the area, especially those building that are only connected by campus path. And it might relevant with the school administration building (Act as city service building in campus area) was closed. Thanks for help if there's any alternative solution.
patrioticparadox 7 Jun @ 5:12pm 
Golf clap for your hours. If you don't want to use this mod, that's your prerogative. If you don't want help trying to figure out why you're having issues, that's your birthright. But, please don't mislead other players into thinking that a known, working, stable mod is going to cause them issues. That's disingenuous and damaging to the community as a whole. There are a lot of new players here from the Spring Sale and would be nice if they could find as much joy in this game as we have.
coochmuncher69 7 Jun @ 12:59pm 
Also, to say that a mod works well with other mods, when “play it”, a mod that 80+% of “modded players” I’d estimate, have and use, is laughable and I see you just take the approach of blatantly not responding to those comments- extremely telling.

“It works well if you avoid mods that every single player uses” is… why I’m unsubscribing, I guess
coochmuncher69 7 Jun @ 12:55pm 
“Check the beginners guide”

You, sir, should check my hours played, perhaps. Trying to explain the difference between an asset and a mod to someone who has 3000+ hours is comical.

I’m not trying to be an ass. I’m trying to leave a comment so that other heavily modded players might not hesistate to unsub from this mod to fix issues they are having.

I obviously want it to work- rush hour/CIMs going to school at the right time is awesome. But, it is the one singular mod that has caused the most issues across the many mod lists and playstyles I’ve tried in the 2800+ hours I’ve been modding my game
patrioticparadox 6 Jun @ 7:59pm 
That's interesting to hear as I'm running it alongside about 80 other mods. And I do mean mods, not assets (about 250 of those). I haven't had any issues or seen it play rough with any other mods. However, I strictly followed the modlist on the Skylines reddit wiki to ensure I had a solid foundation before trying any additional mods. My only issue (with any part of the game at all) is with the "buildings require workers", which I believe is simply a lack of understanding the mechanic rather than a bug.
Not sure how you got to this point so I can only make the common suggestions:
Use Skyve
Check the "known bad or broken mod/assets" spreadsheet
Ensure your setup aligns with the Cities Skylines | A Beginner's Guide To Using Mods & Custom Content
coochmuncher69 6 Jun @ 3:10pm 
Returning again to this mod comment section to re iterate that this mod simply doesn't play well with a great number of things and continues to give me more issues than any other mod affecting gameplay than I've ever used. Unfortunate as I really enjoy the realism it attempts to add to my city. Leaving this one behind for good.
ApollonDriver 30 May @ 5:01am 
could you incorporate "play it"s game speed feature in here? using that function in play it causes confliction with this mod and that feature is used by most people to have more realistic movement speed of vehicles&peds and also to help performance.
patrioticparadox 28 May @ 9:39pm 
Demographics is the name of the mod that will give you a much better breakdown of the workforce and jobs in your city:
https://sp.zhabite.com/sharedfiles/filedetails/?id=2074258904

Here's Customize It Extended:
https://sp.zhabite.com/sharedfiles/filedetails/?id=1806759255
That will allow you to adjust the number of each type of worker as well as a variety of other values. It's worth noting that I don't know of a way to confirm that the changes have taken effect on service buildings. It works on everything else so I assume it's working just as well on service buildings but as the service building UI doesn't show us workers... I can't confirm it.
patrioticparadox 28 May @ 9:10pm 
You CAN actually, using Customize It Extended (I think that's the name.) However, I have about 20% excess of each education level and still my power plant won't open and the police station is sometimes not open. There's a mod that gives you a better breakdown of population, education levels, and employment percentages. I''l have to find the name so you can play with it too.
I'm going to try two things:
1. what happens if I set a service building to use only 1 uneducated worker.
2. Can I use RICO to change the service buildings UI type without changing its building type.
Two question I want to confirm with t1a2l:
Does the building have to have ALL of it's workers to operate? For example, if it's short just one worker but has the other 29/30 does it stay closed?
Do all service buildings automatically have continuous shifts?

Thanks again for the awesome mod. I'd be lying if I said I wasn't having fun trying to figure this out.
HUNTOKILL 28 May @ 4:59pm 
Yes! I am not the only one! I too have tried with the options in game but no option seems to work yet, other than disabling the main option of requiring workers to operate. I have noticed in other mods that allow you to adjust the number of citizens a building can house (ie: families per house, workers per commercial/industrial buildings), you cannot adjust the number of workers for the same buildings we are having issues with in this mod, emergency services etc. I don’t know if they relate, just a common factor i found between the two.