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- Realistic Population Revisited
Realistic Population Revisited
About This Mod
Description
More realistic modeling and gameplay. You’re tired of half a dozen families living in the suburbs and far fewer in the high-rise buildings. You're tired of the city center being empty because there are only a few people working in office buildings.
You want the architecture to reflect more accurately the real possibilities, to make land taxes more realistically dependent on land prices, to make production and consumption levels more realistic, that is, to make cities more realistic in their development, actions and growth, to make cities face a greater variety of challenges, and to make cities more sensible in terms of population density and necessary supporting infrastructure. You want to make meaningful decisions about population density and the supporting infrastructure that you need.
Then this model is for you.
Note for Ploppable RICO users.
This model (currently) is not recognized by the original Ploppable RICO model. Please use Ploppable RICO revisited instead.
What this module does is a basic overview
This modifier alters the number of homes and workplaces in a building to more accurately reflect real values. In detached houses in the suburbs, there is usually only one person, while in high-density houses, the number of occupants depends on the size of the building. In high-rise buildings, there may be dozens of households (and in large RICO buildings using the Ploppable RICO Revisited model, there may be hundreds of households). This resulted in a more realistic balance of residential and commercial, industrial and office buildings, leading to a more natural development of the city center and suburbs.
Education-based employment indicators have also been revised to better reflect the real demands and address some of the weaknesses of the basic game in this regard. Administrative positions will target college graduates, while commercial and industrial occupations will require more high-school graduates than in the base game. This will require more realistic investments in educational infrastructure.
As a result, goods production, utility consumption, waste accumulation, and construction revenues will be adjusted accordingly.
Finally, taxes now depend on land prices. Tax revenues now rise if land values rise, for example, by building parks.
These changes make density, zoning, and infrastructure decisions more meaningful and close to real trade-offs. Low-density housing is less densely populated than in the base game. This means that sprawling suburbs have more benefits in real life. Conversely, in densely populated areas, the densities of the population and jobs are much higher than in the base game. This means that transport infrastructure must be established to maintain this density.
Ideally used in conjunction with Lifecycle Rebalancing, but can be used independently; the Industry Rebalancing mod is highly recommended (but not required) when using the Industry DLC.
What this module does - Details.
By default, only one person lives in low-density dwellings, unless this is prohibited by the building's settings. A default redefinition has been made for some Unreal Assets (so there will be two tenants in semi-detached/single-story houses).
For high-density workplaces and houses, the number of workplaces/houses is determined by the volume of the building (width x length x height determined by the scaffolding). Electricity and water consumption are based on actual values for Perth (Western Australia) scaled for the game.
Impact on demand.
This mod does not directly affect demand (residential/commercial/industrial), but because of changes in the game balance you can see a different picture of demand than you are used to in Unreal, especially industrial demand. For more information, see this page on the wiki [github.com].
Warning:
Due to significant changes in the base game, this module is best used only in new games. It can be used in existing games, but keep in mind that it will have a significant impact on the balance of your city - the number of factories, shops and offices will be significantly reduced (due to a more realistic number of jobs), transport infrastructure in densely populated areas will be overloaded, and the price of land can become a problem. Cities can be rebalanced by appropriate zoning and transport adjustments.
This modifier will not work without Harmony/Harmony 2.2-0.
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