Cities: Skylines

Cities: Skylines

Lifecycle Rebalance Revisited 1.6.8
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.
algernon  [author] 17 Mar @ 4:06pm 
@whathead07 Reinstalling the game doesn't clear mod or save settings; they are stored separately and not affected by game installation/uninstallation. Did you try creating a new empty save?
whathead07 17 Mar @ 12:51pm 
Well, I tried just about everything I could think of, even reinstalling the game, resetting every setting, disabling every asset, DLC, and mod other than harmony, this, and TM:PE. Everything seems like it should work, and it just doesn't. Sorry for leaving a lot of comments, and thank you for actually responding to them, and checking to see if you could replicate it. Most likely, the problem is just my computer or something. Not really any other possibility at this point.
whathead07 17 Mar @ 11:11am 
@algernon I'll continue testing. Thanks for letting me know that it works on your end. I'll see if I can figure out the actual cause, then. Most likely I just need to reinstall everything. Sorry for bugging you about this.
ResidentIwen 16 Mar @ 9:59pm 
"The Real Time mod specifically checks for, and works with, this mod." You don't believe how much I appreciate this sentence right now. Luv yer and all of yer mods, algernon. You're a Mod powerhouse
algernon  [author] 16 Mar @ 8:17pm 
@whathead07 Additionally, I should specifically point out that TM:PE with realistic parking enabled in conjunction with this mod is not just my own preferred playstyle, it's also part of the default testing setup of this mod. I've just tested again and it's working fine, which once more points towards the assessment of the issue that I've previously posted.
algernon  [author] 16 Mar @ 8:15pm 
@whathead07 There isn't any conflict between this mod and TM:PE. Both mods have been tested thoroughly and have been widely used together without issue by literally hundreds of thousands of users, including prominent streamers and Youtubers. And no, as far as I'm aware you are the first with this problem, which again, sounds very much like you have a TM:PE restriction applied that is affecting incoming traffic.
whathead07 16 Mar @ 11:00am 
Alright, I did some more troubleshooting. I turned off every custom asset and mod except for TM:PE, this mod, Harmony, Patch Loader, and Skyve, and still had the problem, even after verifying my game files in Steam. It's definitely a conflict between TM:PE and this mod. But, I narrowed down the cause further. Most of the settings in TM:PE don't conflict, and the 'more realistic parking' setting seems to be the root cause. Other settings don't seem to cause any problem when changed. I'm not sure where the log file for this mod is, so I can't investigate further right now, but nothing in the TM:PE logs suggests an issue on its end. I'll probably just have to live without realistic parking (it's not much to sacrifice), but I'm still leaving this comment so anybody else who runs into this issue doesn't have to spend as much time troubleshooting, since I'm probably not the first to run into this problem.
algernon  [author] 15 Mar @ 5:20pm 
@whathead07 Single-adult households are not unusual when starting up a new city and you're wholly dependent on immigration, but exclusively is a bit unusual (not completely improbable, though, based on the random number generator and general luck).

However, what you've described there doesn't appear to be an immigration issue but a pathfinding issue (and certainly nothing to do with this mod, which doesn't set family or single immigration). If incoming families can't find a path for whatever reason (e.g. can't get their cars to where they want to go), but those places are accessible by other means, then only the singles will be able to move in as they are the only ones without pathfinding. It sounds as though either you have an issue with your TM:PE settings, or you have another mod which is conflicting with TM:PE.
whathead07 15 Mar @ 3:18pm 
I've run into perhaps the weirdest issue with a mod ever. This mod was working flawlessly for me for days, but then when starting a city today, I had almost entirely single-adult households early on. I removed a few old mods, redownloaded all workshop mods, and then made another city to test. Mod worked. I went to then start another city, and ran into the issue again. I restarted my game, tested again. Worked fine. I built a new area, wondering if I was doing something differently. I did the one thing I'd always done in new cities, but never done in my tests: changed the TM:PE settings that can only be set while in-game. Suddenly, my new area was only getting the single-adult households, while the area which I made before making the settings change had proper households. I have no clue why this occurs, since nothing TM:PE does should affect immigration to my city, but not changing the settings seems to fix that issue.
algernon  [author] 14 Mar @ 3:19pm 
@biuppoyo What's the complete and exact text of the error message?
biuppoyo 14 Mar @ 12:54pm 
It says couldn't apply harmony 2 patch but I already have harmony 2.2 2 0 mod dependency
what's happening
algernon  [author] 17 Feb @ 6:04pm 
@Kaaz Sounds like you have an old outdated mod somewhere. That behavior (especially parks) was a bug in some older mods.
Kaaz 17 Feb @ 2:24pm 
@algernon ikr, thats why im confused, disabled the mod and now everything works, with the mod enabled parks and such simply have no effect.
algernon  [author] 17 Feb @ 2:08pm 
@Kaaz This mod has nothing to do with land value.
Kaaz 17 Feb @ 1:32pm 
For some odd reason with this mod installed im unable to raise land value in my city?
algernon  [author] 10 Feb @ 3:02am 
@lolic_lol Skyve doesn't know about every mod, especially the older ones (there's just too many). Skyve can help a lot, but ultimately there's no substitute for careful manual management of mod collections.
lolic_lol 9 Feb @ 9:39pm 
Ok, thanks. I guess I need to look for outdated mods/conflicts. It's strange that Skyve didn't warn me.
algernon  [author] 9 Feb @ 11:23am 
@lolic_lol The Real Time mod was specifically written to be compatible with this (and vice-versa). Real Time also does not change the game's time progression; it just re-labels it. What you are describing should also no longer be happening with the latest game versions anyway (as the game was changed to fix that level of deathwave happening), so my next thought is that you've got an older/broken mod somewhere that's preventing normal game/mod operation.
lolic_lol 9 Feb @ 6:53am 
Doubtful. This is not the first wave of death in the city. And it affects areas that are built up with all the necessary infrastructure. When I check houses in these areas, I see that most of the residents are old, and they are dying right before my eyes. As a result, the population falls from 500k to 300k very quickly.
Yes, in the vanilla game this happens because residential areas develop too quickly, and they start dying out at the same time. But my game is modified, and I hoped that with this mod (and the Realtime mod) I could somehow mitigate this problem.
Perhaps this mod needs to be somehow configured to work with Realtime? Or the mod has conflicts with something.
patrioticparadox 9 Feb @ 6:37am 
That may be the result of taking a while to unlock deathcare. If it's not unlocked from the start it seems the game may still be producing dead people, yet they don't show up until deathcare is unlocked. This can result in most people in your city being dead and not knowing it. Then once death care is unlocked, they all realize they were supposed to be dead and die, overwhelming your resources.
I've used the below morgue trucks as a temporary fix, or you could use Game Anarchy or the like to unlock things from the start.
https://sp.zhabite.com/sharedfiles/filedetails/?id=3332637887
lolic_lol 9 Feb @ 6:23am 
I haven't added the mod to an existing save (what is written in the warning section), this is the 3rd or 4th game with this mod list.
And the city was more than successful and balanced. It's just that at one fine moment everything changes and mass extinction begins. Every house in the city becomes full of dead people. This is exactly the classic deathwave.
This is where the compatibility question comes in. Because this mod specifies time periods in years, while with the Realtime mod only weeks or months pass. But the city begins to die out from old age.
algernon  [author] 8 Feb @ 4:21pm 
@lolic_lol See the description above under the 'Warning' section, including the note about taking multiple deathwave cycles to settle down if you're applying it to an existing unbalanced city.

Also note that large death spikes caused by poor city management are not the traditional 'deathwaves' and are unaffected by this mod - they can only be prevented by undoing the poor city management that caused them.
lolic_lol 8 Feb @ 4:04pm 
I see it in the description but I don't see it in the game. My city has been devastated by a wave of death for the third time.
patrioticparadox 8 Feb @ 2:00pm 
Yes. From the description above:

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

https://sp.zhabite.com/sharedfiles/filedetails/?id=1145223801
lolic_lol 8 Feb @ 1:58pm 
This mod compatible with Real Time? I still have death waves with these mods :(
Ucking 2 Feb @ 10:32pm 
Este mod hace que tanto la basura, asistencia médica y coches fúnebres aparezcan por olas y no poco a poco, incluso en nuevas partidas. ¿Algún consejo o solución?
life is fragile 9 Jan @ 7:58pm 
thank you!
patrioticparadox 9 Jan @ 3:49pm 
Yes
life is fragile 9 Jan @ 1:29am 
is this mod still ok to use?
PokeRanger007 9 Jan @ 12:51am 
Somehow Im not sure how but my industry doesnt have enough demand thats why every commercial building says not enough demand. Hows that possible
algernon  [author] 15 Nov, 2024 @ 3:46pm 
@Mc Lok That's fairly normal, as that category covers (by far) the largest age range.
Mc Lok 15 Nov, 2024 @ 4:04am 
Hello. May I know why my city's adult would be the largest group?
patrioticparadox 9 Oct, 2024 @ 11:29am 
As a possible option to troubleshoot: try removing/disabling the ability for cims to drive and/or walk there (TMPE vehicle restrictions and crosswalk toggle). If they still aren't taking public transport, you've got an issue with you lines/stops and accessibility. Otherwise, if they then start using public transit, it's simply a preference.
Talia 6 Oct, 2024 @ 11:49pm 
Thank you. I do have ferries, trains, and busses all going the same place but cims seem to prefer driving and/or walking there and I can't figure out why really...
algernon  [author] 6 Oct, 2024 @ 5:21pm 
@Talia No, taxi is just taxi; here's no specific "public transport probability" in the game, so the mod can't force that.

If cims aren't taking public transport then you need to analyze exactly why (this is a gameplay thing, not a mod thing), especially by tracking your individual cims and seeing why they might prefer to walk. Most of the time it's because they don't have fast, affordable, and convenient transport to exactly where they go (and note the 'desirability' of different modes, too - many cims won't take the bus ever but will be happy with tram or rail, just like in real life).
Talia 6 Oct, 2024 @ 5:14am 
I want to force my cims to use more public transport. I ave many different lines but it seems they would rather walk 20 miles than to take the bus. I've tried adjusting the settings in the transport tab and lowered the car and bike use propability. Does Taxi = all public transport?
patrioticparadox 5 Sep, 2024 @ 7:25pm 
Sound reasoning. Thanks!
algernon  [author] 5 Sep, 2024 @ 7:23pm 
@patrioticparadox Correct, by default there's no change. It's disabled by default as its not one of the "core historical functions" of the mod (this mod and its predecessor have a long history), but is an optional extra that was a later addition - and (unlike the other core functions) there's no clear "default standard" around education levels that would suit the majority of players.
patrioticparadox 5 Sep, 2024 @ 6:55pm 
Small question about the options on the Immigration tab. By default, "Apply 25% variation to immigrant education levels" is unchecked. Does this mean that by default there is no change to immigration education level? If so, why is that the default when the other modification from this mod are on by default?
Either way, thanks for the excellent work!
wizzkid711 17 Aug, 2024 @ 1:41am 
@algernon
Thanks for your response. helps me alot, thank you.