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Development Diary #11: Citizen Simulation & Lifepath

Hi and welcome back to another development diary for Cities: Skylines II! This time we’ll take a closer look at the people populating your cities, their lives, and the choices they make as they grow older as well as how your actions steer their lives in different directions.

Citizens act as one of the primary agents simulated in the game. They are the residents of the houses in the residential zones, they are the workforce of the industrial, commercial, and office zones, and they are the customers in the commercial zones. Citizens suffer if the services do not operate properly but they also reap the benefits and flourish if you manage to govern your city well and answer their various needs.

Citizens are always up to something choosing from a variety of different activities. These include mundane things such as going to work or school, shopping, sleeping, or studying. They also have rarer activities such as committing a crime, escaping the crime scene, seeking medical treatment, and moving away. Many of these actions have simulation effects such as traveling to different places causing traffic on the roads, shopping causing changes in the economy simulation (albeit small when considering individual households), and getting medical treatment which takes up patient spots at the medical facility.

Citizens can own pets. Pet owners are chosen randomly from the citizen pool, and while pets are purely cosmetic and do not affect citizen Happiness or their consumption of Resources, garbage accumulation, or noise pollution, they add a bit of flavor to your city.

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You can spot citizens and their four-legged friends around the city

Each citizen has their own Lifepath which describes the major events in their lives. They either move into the city or are born there. They grow up, go to school, and find work. They spend their free time at home, in the parks and other attractions, or go shopping in the city’s commercial buildings. They might get sick or become unemployed, and, if they are happy, they will stay in the city and eventually grow old and die of old age. All of which you can keep an eye on.

Check out the highlights video below before diving into all the details of this development diary.



HAPPINESS
Citizen Happiness is the overall value that represents a citizen’s satisfaction in their life. It is the combination of their Well-being and Health and affects the citizen’s behavior and their ability to work. It is always visible to the player in the citizen’s info panel and hovering over the family’s combined Happiness level with the mouse cursor in the household’s info panel shows detailed information about all the things that contribute to the value.

WELL-BEING
Well-being indicates the citizens’ mental state and sense of safety. Satisfying their basic needs such as having reliable electricity and clean water as well as sufficient sewage treatment so their toilets don’t overflow, will go a long way in building a solid base for their Well-being. Taking care of the garbage piling up and planning residential areas to avoid air, ground, and noise pollution builds on that foundation, while good city service coverage provides a passive boost to citizen Well-being. Furthermore, you will want to ensure your citizens feel safe as living in areas with high crime probability stresses them out and decreases their Well-being.

Amenities such as a functioning postal service and high-speed internet connection are valued by citizens along with a suitable-sized apartment that matches their household’s needs. Families tend to look for larger homes in low density housing areas and small apartment buildings while singles and students can still flourish in compact apartments such as those available in tall residential towers and low rent apartment blocks. The citizens are consumers at heart and having options to buy and consume Goods positively affects their Well-being.

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The Happiness info view provides a quick overview of what makes your citizens happy or unhappy as well as highlights areas that could be improved

HEALTH
The physical health of your citizens can be inspected in the Healthcare infoview, which shows the Health of the residential buildings as a whole as well the city’s average Health. If a citizen is sick or injured, it is shown in their info panel. Health is affected by the availability of Healthcare in the form of a passive Health boost received by living in close proximity to a medical facility and receiving treatment at medical facilities in case of a sickness or injury from an accident, both of which severely reduce a citizen’s Health.

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Keep an eye on your citizens’ health using the Healthcare & Deathcare info view

Living in areas affected by air and ground pollution has a negative impact on the citizens’ Health. The stronger the pollution is the more severe the effect. If the city has insufficient sewage treatment, it will cause the sewage to back up decreasing citizens’ Health. While garbage piling up affects the citizens’ Well-being, it also affects their Health, so providing the city with adequate waste management is important for the quality of life of the citizens, and if the city isn’t up to the task, the citizens will tell you about it on their Chirper accounts.

Citizens can become sick even if they are not directly affected by any of the aforementioned causes. The probability of becoming sick depends on the Health of the citizen: higher Health reduces the risk of getting sick with a cold. However, when a citizen does become sick, their Health decreases greatly. Sick citizens travel to the nearest medical facility to get treatment for their sickness, but if their condition is too poor to travel by themselves, an ambulance is sent to pick them up.

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Medical clinics and hospitals will send out ambulances to pick up sick or injured citizens

Citizens also require medical treatment if they get injured in traffic accidents. In that case, an ambulance is sent to the site of a traffic accident to pick up the injured and bring them to the medical facility. Similar to sickness, the citizens get medical treatment while at the hospital or medical clinic.

After the sickness or injury has been treated, the citizen’s Health starts to improve. However, while sick or injured the citizen has a chance of dying. The probability is relatively low in general but is related to the citizen’s current Health level; the lower the Health the higher the risk of dying as a result of their condition.


AGE GROUPS
Citizens age through four different life stages, and each age group is visually distinct from the others. You will find children, teens, adults, and seniors in your cities, and families (i.e. households) can comprise multiple generations, from children to grandparents.

As citizens get older their education options change and their Health varies. Children and teens have a Health boost while seniors’ Health slowly decreases. Their age also determines their ability to work and every citizen can choose to work once they reach the “Teen” age group, though some will prefer to continue their education before finding a job.

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Your city is home to a wide variety of citizens

PREFERENCES
Each age group from teens to seniors has preferences for how to travel the city and what types of Goods interest them when shopping for the household.

When traveling, teens prefer the cheaper mode of transport and weigh it against how far they are willing to walk to their destination. If they travel by car, they would rather park far away in a free parking spot than be closer to their destination while paying a parking fee.

Adults value time, so they find the quickest way to get where they need to be and are willing to pay whatever fee necessary as long as it gets them there fast - be it parking fees, public transport ticket fees, or fuel costs for their personal vehicle.

Seniors prioritize comfort above all else. For them, it’s not about whether it’s cheap or expensive, fast or slow as long as they get as near as possible to their destination and as comfortably as possible. A direct route to the front door is always the best option!

Similarly, age groups also have preferences when it comes to shopping for their household. Many available Goods are relatively evenly bought by all types of households but Goods such as Electronics are more likely bought by households with teens than households with seniors. On the other hand, seniors are more likely to consume financial Goods compared to households with children or teens.


CITIZEN LIFEPATH & CHIRPER
Citizens have a lifepath dotted with different events such as graduating from a school, finding a spouse, landing a new job, and moving to a new home or away from the city. You can keep an eye on these events through the Lifepath Journal by following a citizen. This is done by selecting the citizen and clicking the Follow button, adding them to the list of Followed Citizens found on the right side of the screen right below Chirper.

The Lifepath Journal records everything from the added citizens from the moment they are followed. The journal entry lists their name, home address, current occupation, Happiness, and other information as well as their Chirper feed where they tell the whole world what is going on in their daily life. A keen player can spot the connections between the citizen’s surroundings such as education options, job opportunities, and living conditions to the changes in their lives, the jobs they get, and the choices they make.

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Keep up with your favorite citizens using the Lifepath Journal

And yes, you got that right. Chirper, the lovable bird from Cities: Skylines makes a glorious return in Cities: Skylines II! Its functionality has been expanded and integrated more into the core gameplay as citizens voice their happiness and frustration about the various things happening in the city. The chirps relate to actual events and looking at the “likes”, you can see just how important the subject matter is to the chirp sender and other citizens. Citizens can inform you about the lack of city services and congratulate you when their various service and leisure needs have been met.

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Both citizens and city services use Chirper to share their opinions and important information

Citizens also chirp about events in their own lives such as moving together with another person or breaking up, finding a new job, and so on, and as mentioned, they integrate with the Citizen Lifepath giving you an overview of the followed citizen’s life.


EDUCATION
There are 5 levels of Education featured in Cities: Skylines II: Uneducated, Poorly Educated, Educated, Well Educated, and Highly Educated. Each school provides one level of education for citizens. Children are Uneducated until they finish Elementary School which increases their Education level to “Poorly Educated”. Children will always go to school if possible, so make sure to provide enough capacity for your city’s children. Only teens can go to High School where they can increase their Education level to “Educated”. Both teens and adults can go to College while adults can attend the Universities available in the city. College graduation rewards citizens with the “Well Educated” status and successfully finishing their University studies grants them the “Highly Educated” level.

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Families prefer living near Elementary Schools so their children don’t have far to school

Teens and adults can choose to go to school or get a job. To make this decision they calculate the potential income if they choose to go to work and compare it to the income they will receive from a higher education level job after they graduate from school and see which one is more profitable for them. Some citizens have a preference for working instead of school and even if the potential future income would be better in the long run, they will still choose to work instead of studying.


EMPLOYMENT
Companies, found in commercial, industrial, and office zones, and most city services have workplaces for citizens to fill. They are divided into complexity levels which reflect the citizen Education levels. City service workplaces remain the same throughout the building’s existence but when a zoned building levels up, the complexity and composition of the available jobs changes. A higher complexity level company requires employees with higher levels of education than a company with a lower complexity level.

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The Workplace Availability info view gives you a breakdown of your workforce and where in the city workplaces are found

Zoned companies can also change the number of employees needed. If the company detects that they are doing well, they can expand their workforce. If on the other hand, they are doing poorly, they can shrink the workforce and save on wage costs to remain profitable and survive. Between the different company types, industrial manufacturing companies tend to have lower education requirements for employees regardless of building level while commercial and office companies' level of complexity shifts more towards higher educated employees as they level up.

WORK EFFICIENCY
Employee Education level represents their capacity to work in different jobs and positions. Higher educated employees are also more efficient in their work and thus they have a more significant influence on the company's Efficiency as well as its production output. When a company is missing employees, the higher education level jobs impact the Efficiency and output more.

Employees are able to do any job at their Education level or lower. Even if a higher educated employee fills a lower level job, their effect on the company’s Efficiency is calculated with the job’s level, not their individual Education level, as they are not able to use all their talents in that position. If the company doesn’t have employees at a high enough Education level, they can’t fill all the available jobs. This results in decreased Efficiency and production.

Citizen Happiness also affects the company's Efficiency and thus its production and profitability. Happy employees are a valuable commodity to a company so it is important to take care of the citizens’ Well-being and Health to ensure that the companies can thrive! If an employee gets sick or injured, they cannot work which means that the company loses some of its Efficiency. Once the employee has gotten well, they return to work life and continue contributing to the company’s Efficiency.


CRIMINAL BEHAVIOR
Citizens can become criminals. The probability of this is relatively low but the chance is increased if the citizen’s Well-being is low. When this happens, the citizen will commit a crime to earn income by first selecting the target of their criminal activity. The target is a building where the robbery takes place and it is selected by comparing the buildings in the city and their crime probability values. The final choice is a random pick from the group of buildings with the highest crime probability values. The citizens living in the building targeted by the criminal will suffer a temporary loss of Well-being.

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Criminals will flee the scene to avoid getting caught by the police

The criminal will travel to the building, commit the crime there (which takes some time) and then leave. When the crime takes place, an alarm is triggered and alerts the police station, but there is a small delay before the patrol car is sent to the crime scene. If the patrol car reaches the location before the criminal leaves, the criminal is arrested. If the criminal leaves before the police arrive, they escape the law and are free to continue their criminal deeds another day!

When a criminal is arrested, the police take them to a jail located at Police Stations and Police Headquarters. There a portion of the arrested criminals are sentenced to serve time in Prison, either in the city if one is available, or at one of the Outside Connections if one is not available. Citizens who are not sentenced to prison are released and their criminal status is reset just like criminals who have served their time in prison. Once released they rejoin society as regular citizens. Depending on their age, citizens can die of old age while serving their prison sentence.


LEISURE & TOURISTS
Citizens love their free time and want to spend it in the city visiting parks and other attractions, going shopping, and enjoying entertainment in the various restaurants and bars. This need for Leisure affects their Well-being and when their Leisure decreases, they seek opportunities to increase it. Not all options are created equally though, which means it takes a different amount of time to gain Leisure in different places. Citizens choose the location based on the amount of and how quickly they can gain Leisure while staying there as well as comparing the pathfinding costs to the different locations. More about pathfinding in the Traffic AI development diary.

TOURISTS AND CITY ATTRACTIVENESS
Tourists are citizens who visit the city briefly. They stay at a local hotel while in the city and make choices daily whether to visit one of the city’s attractions and commercial areas or to stay at the hotel. The city’s Attractiveness value determines how many tourists are drawn to the city and this value can be increased by building parks and various other attractions such as landmarks.

Tourists make similar calculations about their Leisure targets as citizens comparing the Leisure value of the locations to their distance from the hotel and deciding which of them is the best option for them to gain Leisure.

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Sunny and warm days invite your citizens to enjoy outdoor activities

LEISURE TYPES
Leisure can be gained from various locations. City recreation includes indoor and outdoor recreation possibilities in the form of tourist attractions and landmarks, parks, plazas, and various sports venues such as a tennis court, soccer field, or community pool.

Commercial recreation includes commercial zones where citizens and tourists can go shopping and spend time at the malls and all kinds of cozy boutiques.

Citizens can also gain Leisure from Entertainment, visiting local bars, or eating fancy meals at local restaurants. These Leisure locations differ from others in that the citizens and tourists pay for the Leisure gain as they buy beverages and meals while at the location, combining their need for Goods with their need for Leisure.

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On rainy and cold days your citizens prefer indoor activities such as visiting the local bar

Your citizens can also decide to travel to one of the Outside Connections for Leisure essentially becoming tourists in another city. The whole household hops into their car or on one of the public transport options and leaves the city for a few days.

Lastly, Weather affects citizens' and tourists’ behavior when choosing Leisure locations. Good, sunny, and warm weather encourages them to seek Leisure in outdoor recreation places such as parks and plazas while rainy, snowy, and cold weather causes citizens and tourists to seek indoor Leisure in the form of shopping and entertainment.


CITIZEN CONDITIONS
Certain events can cause Conditions for citizens which are visible on the citizen’s info panel. While there is no direct way to remove Conditions from citizens, the player can investigate the causes and through city management help the overall situation. As an example, if citizens are becoming sick it can be a sign of sewage backing up in pipes, pollution spreading to residential areas, or insufficient Healthcare service in the city causing decreased Health which leads to an increased probability of becoming sick. Depending on the cause you can improve the situation by expanding city services, such as your sewage treatment options, or by building a Medical Clinic or a Hospital to take care of the Sick condition and remove the negative effects from the area making sure that the citizens remain healthy. Below we have an overview of the different conditions citizens can be afflicted with.

CONDITIONS
  • Sick. Sick citizens cannot work. As long as they remain Sick, they are in increased danger of dying. Medical treatment is required to recover from the Sick condition.

  • Injured. Injured citizens cannot work. Citizens become injured when involved in traffic accidents, building fires and collapse, and natural disasters. Medical treatment is required to recover from the Injured condition.

  • Homeless. Citizens who cannot pay the rent where they live and with no means to move to another home or out of the city become homeless. They have no permanent residence and end up living in the various city parks.

  • Unwell. Citizens who are Unwell have a low Well-being value. Their Happiness value decreases and their contribution to work is also negatively affected. Additionally, they are at risk of becoming criminals if their Well-being doesn’t increase.

  • Weak. Citizens who are Weak have a low Health value. This decreases their Happiness and negatively affects their contribution to work. Citizens with low Health are at a high risk of becoming sick, and when a Weak citizen becomes sick, their Health value decreases to very low putting them at an increased risk of dying if they don’t get medical treatment.

  • Distressed. Citizens who are in Danger or Trapped, are Distressed. Citizens are in Danger when they are in a burning building while Trapped citizens are involved in a building collapse and are buried under the rubble. Sometimes citizens who are in a burning building can also become Trapped, unable to escape.

  • Evacuated. Evacuated citizens are in an emergency shelter. Citizens can travel to an emergency shelter by themselves or they can be picked up by an Evacuation Bus which transports them to the emergency shelter.

As you can tell citizens in Cities: Skylines II are more complex than in the predecessor and we hope you will enjoy the new features. Whether you aim to boost Efficiency through happy and healthy citizens or want to follow your favorite citizens as their life evolves in your city, this development diary should help you achieve your goals. Next week we will be back with another development diary to take a look at a different aspect of the game as we look behind the scenes of the Sound & Music in Cities: Skylines II.


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Hey, Avanya (and the rest of the Colossal Order team, of course:))

I just have one question, or more of a wish: do you plan to add the ability for the player to drive/walk/fly around his city later on?

Now, I know, I and many other players must have already asked this question a several reports ago, but still - what's the point of building a city if you can't live it, or should I say, experience it yourself? Not all mayors spend all of their lives locked inside a town hall, and every creators' wish is to get closer to its creations - and not just from atop!
What's the point of fixing traffic anyway when all the player sees and hears is red roads and frustrated "chirping" instead of experiencing the frustrating fact of getting through the morning commute itself?

Thanks for answering in advance and I wish you a successful October!
 
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Can my Citizens get drunk and fight over things (possibly sports events or love interests) I want to encourage all my citizens to be bad people, and that would be part of making my day better! Just have a nasty bunch of folk. I don't care about the successful well educated people, I want a whole lot of failures that ruin it for everyone else. I understand this might have to be a DLC, I WILL PAY FOR IT.
 
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It's so funny and ridiculous to me that a guy would:
  1. move in with his (now) ex
  2. break up with her
  3. and marry someone else
in the span of three months xD

AAAAND almost 2k people liked his posts about it
Maybe they had something going before but didn't put it on social? True love prevails!
 
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They spend their free time at home, in the parks and other attractions or go shopping in the city’s commercial buildings. or on a construction site with their serving of Chili-Bowl chili from Andy's Bowling Alley!

(I couldn't let it go after the first sections of this sentence, I'm so sorry.)
 
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Can my Citizens get drunk and fight over things (possibly sports events or love interests) I want to encourage all my citizens to be bad people, and that would be part of making my day better! Just have a nasty bunch of folk. I don't care about the successful well educated people, I want a whole lot of failures that ruin it for everyone else. I understand this might have to be a DLC, I WILL PAY FOR IT.
This needs to be a DLC and it needs to be made by the original devs of ZA/UM.

Daily chirp:
@garte
why is there no police coverage?! That body has been in the tree for seven days and it's really starting to stink! #ipaytaxes

(which, I just realized, would mean it's been hanging there for seven months. Poor Garte. )
 
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Only thing I miss is a real state speculation model that dramatically increases cost of living and decreases happiness but gives you so much property tax you have every reason to avoid building residential.
 
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I just have one question, or more of a wish: do you plan to add the ability for the player to drive/walk/fly around his city later on?

Now, I know, I and many other players must have already asked this question a several reports ago, but still - what's the point of building a city if you can't live it, or should I say, experience it yourself? Not all mayors spend all of their lives locked inside a town hall, and every creators' wish is to get closer to its creations - and not just from atop!
What's the point of fixing traffic anyway when all the player sees and hears is red roads and frustrated "chirping" instead of experiencing the frustrating fact of getting through the morning commute itself?
I fully agree. My main pleasure with Cities Skylines is not the building phase, although that is fun, too, especially traffic / public transport. My real enjoyment and relaxation when playing Cities Skylines is when I can go in first person mode and just enjoy the city. Walk through the city, or more importantly select a bus, train, etc. and get a ride in first person mode through my city. The First Person Mod for CS1 is a great example for that and, by the way, one of the most downloaded mods of all CS1. So there seems to be a big demand for that experience and I really hope CO is listening to us and is giving us those first person possibilities like the mod did.

To clarify: There is no need to render the inside of vehicles for that first person experience. Just put the camera at the right height a few centimeters in front of a bus, train, car, whatever, and let us have that ride. And maybe let users adjust the point of the camera (height above ground and distance to vehicle). In short, same as that First Person Mod did. I'm pretty sure that is not a too complex thing to code and implement and probably hundredtousands of your users would be extremely thankful.
 
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Okay, I was joking in my original posts, but now I genuenely, really want a gritty Disco Elysium-esque mod with delapidated buildings and infrastructure, disgruntled political factions, vigilantes and underpaid volunteer cops, and citizens huddling together in ruins and shacks. The adults are barely getting by and most kids spend their days avoiding abusive parents, working in their parensts' businesses, or using lynched corpses in trees for rock-lobbing target practice.

On the bright side, businesses may open up in abandoned buildings.
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Source
 
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I fully agree. My main pleasure with Cities Skylines is not the building phase, although that is fun, too, especially traffic / public transport. My real enjoyment and relaxation when playing Cities Skylines is when I can go in first person mode and just enjoy the city. Walk through the city, or more importantly select a bus, train, etc. and get a ride in first person mode through my city. The First Person Mod for CS1 is a great example for that and, by the way, one of the most downloaded mods of all CS1. So there seems to be a big demand for that experience and I really hope CO is listening to us and is giving us those first person possibilities like the mod did.

To clarify: There is no need to render the inside of vehicles for that first person experience. Just put the camera at the right height a few centimeters in front of a bus, train, car, whatever, and let us have that ride. And maybe let users adjust the point of the camera (height above ground and distance to vehicle). In short, same as that First Person Mod did. I'm pretty sure that is not a too complex thing to code and implement and probably hundredtousands of your users would be extremely thankful.
I agree, and note that this is an inbuilt functionality on console - the player can choose whether to walk, drive or even fly as a bird around your city. It’s a great way to immerse yourself in the city you’ve created and works fairly well on console without needing a mod.

From what we’ve seen in the dev diaries it does look like the camera can get closer to the street than in CS1, and the cinematic camera looks cool - but yes, would be great to see some first-person functionality too.
 
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People have already been talking about this, especially in the comments about "4 year old adults", but I will ask anyway.

You gave us a clear statement on the simulated time rates of the day vs the calendar year, for purposes of weather and seasons. That is, a 24-hour day/night cycle is equivalent to 1 month of a year, and around 3 cycles is the duration of a season. What is this equivalency for cim lifespans? In the talk about 4 yo adults, a cim's journal showed they were born in (I think) March 2027, and got married in March 2031. If one 24-hour cycle = 1 year for a cim's lifespan, then this cim was 40 years old when they got married.

That is a different time scale than for calendar year and seasons. I am completely okay with that. I would just like the details, so I can understand better as I stalk track my cims. Which I am so excited to do ....
 
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I'll pop in with a few answers to some of your great questions!

How long do sims live? 10 years like in first game?
Or 50 - 100 years like in real world depending on service coverage and nation where city is placed?

For example village in poor nation would suffer more from its own poor service/infrastructure compared to village in rich nation.
What is employment ratio? Usually 50% - 80% of all adult people are working formally, as in having real employment and not in grey market/subsistence farms.
Unemployment usually refers to short term - like 1% - 20% not having real job and searching for it depending on economy.
I don't have any statistics on how long they generally live, but when they have lived 84 in-game days they reach Senior age. At that point their maximum health decreases and they are more likely to die as a result, especially if they get sick.

Hi, will citizens leave/cease to exist if their residence gets built over like in CS1 or will they become homeless/move to a new house (if available)? Losing massive blocks of the population from development really sucked in CS1 because you'd be set back years in overall education.
If their home is bulldozed or otherwise removed they become homeless and will either leave the city or find a new house (if available) in the city. It depends on things like their wealth and overall happiness.

Can you pet the dog? You know that's a hard requirement these days for any game with a dog, right? Twitter (sorry, X) will get mad at you if you can't.
Clicking counts as petting, right? ;)

Will this game include same sex marriages? Also, how far do romantic relationships without marriage go? Is it just something that citizens will post about on Chirper or is there a citizen status showing that they are in a relationship, but not married?

Thank you again!

Edit: I don't expect everything, so while long-term relationships without marriage can be a thing in the real world, I refrained from asking about it in this post.
Citizens can date, move in with, and marry each other regardless of their gender, and they will chirp about major events like starting a new relationship, splitting up, moving in together, and getting married.

So very excited for this Dev Diary, as this stuff is what will really help make a city feel alive! Some thoughts, questions, and suggestions:

Function:
  • [Performance] - How often is each agent checking / changing its state, and at what point does that start becoming apparent performance-wise? (The intense simulations are a huge part of why I love Paradox games, but for those same reasons Paradox games tend to become rather notoriously sluggish!) And how big do savefiles get if they're tracking the life history of each individual agent? (asking for those playing a Certain Recent RPG With Massive Savefiles)
  • [Chirper Controls] - Will we be able to turn on/off different types of Chirps? Or perhaps meter the amount of them we receive within a certain category? Or to restrict chirps to only those above a certain Like threshold? (I love the Likes mechanic, btw!)
  • [Individual Preferences] - I've seen a few references to individual preferences. How will these work? Are they stamps like "Industrious" or "Lazy" that someone might have, or does every person have some variability across multiple factors... like maybe everyone has some 0-to-100 score on "Work Ethic" and "Education Desire" and "Luxury Preferences", etc? (I'd love if we could have highly digital seniors that still dive into electronics purchases, or luddites perfectly happy without internet & perhaps even without power) And how are these preferences assigned... are they random, or inherited from parents, or affected by environment, or a mixture of these? (And can we create characters to put into the game?)
  • [Stream Integration] - Will the denizens of our city be able to integrate into streaming? Like... could a file of audience names be used to auto-generate tracked residents into the game? Or if there's any ability to further customize characters: could that somehow be linked in with audience participation?
  • [Character Creators] - Can we create characters to put into the game, or otherwise customize people somewhat? At the most basic maybe just renaming them. Or maybe we can customize their appearance. Or set whether they have dogs, or what their individual preferences are, etc? Or maybe we can play manually assign them a job or play matchmaker, and see how they fare?
Life:
  • [Unit Sizes] - [comment repeat from Diary 9] - I'd love if Policies could nudge where different populations tend to live. Like "Home Bificuration" might nudge more singles into low-density areas (perhaps with some debuff on high-income demand), or a "Family Sized Units" policy might nudge more families into high-density buildings, or "Affordable Housing" might help ensure lower-income residents aren't priced out (these last two coming either with costs to accompanying higher-income residents or as public subsidies ... the last one perhaps weighing down high-value residential demand) (I know these won't be in the game at launch, but I'd love if a future update could roll those in so we don't have to rely as much on mods)
  • [Sickness] - Is sickness contagious? That is... is sickness based only on a random roll plus a weight if they live in squalor, or are there additions if they pass close to someone else who's sick? If contagious... will schools & workplaces become disease factories? (not unlike real life) Will individuals potentially self-select to stay home, or will they seek medical assistance in lieu of normal activities? Will hospitals also become disease factories or are those safe zones? (I'd love if sickness is contagious but also understand if that's a massive programming lift that just doesn't rise to the top of priority ... but I'd also love a pandemic disaster that I need to manage my way through)
  • [Life Stages] - I'd be interested in splitting Adult in two, with younger adults more actively engaging in nightlife and older adults more actively engaging with family. Could be something for a future DLC that might build more around those associated industries. (unless these are already modeled, just without having to split these into tiers... so this thought miiiiight already functionally be in the game)
  • [Childcare / Seniorcare] - [comment repeat from Diary 5] - I'd love for there to be industries & supply chains focused around childcare & seniorcare. I'm imagining a need for daycares, senior living facilities, and hospices which might be allowed in Commercial/Retail, or perhaps in some degree in Residential areas (perhaps by policy), or they could be provided as a municipal service. (Could be something that would fit in well with a future DLC!)
  • [Love] - How will residents find partners? Is someone just auto-generated for them at some point? Is it random from someone they pass by? Are there any sorts of compatibility in traits, education, work level, etc? Do they break up? Are there same-sex couples? Can adults remain single? Can couples remain childless?
  • [Orphans] - What happens to kids if they're orphaned? (or less gruesome: what happens if parents break up, iffff that's a thing that can happen?)
  • [Pets] - Love cosmetic touches but now I crave adding in a Pets industry supply chain :D
Work:
  • [Work vs Education] - Just to be sure... do residents only do one: work or education? Or can people work while also studying? If they can only do one: how does that affect their living standards... do they have some modelled savings that lets them stay-in-place, or do they suddenly become a limited-income student even if they had previously been well paid?
  • [Adult Education] - Can adults switch from jobs to education, or do they get locked in if they didn't take an education track immediately after grade school? Do service employees also get locked in if their jobs are persistent? So let's say someone is employed as a road maintenance worker ... could they eventually become an engineer? Is there any Experience factor where someone might bump up an education level over time?
  • [Industry Labor] - [comment repeat from Diary 9]- It seems like higher-level uses simply means more people & higher education needs? Or is there more nuance, where leveling up can tip the overall staffing needs, and the share of education needs, in different directions depending on the company?
    • I'm thinking of industries that increasingly automate, requiring fewer workers overall, with a higher share of educated workers.
    • Or offices might function in the inverse, with low-level offices requiring fewer but higher-educated workers as startup staff cover multiple fields, and higher-end offices now need more workers overall but many of those more specialised workers don't have as demanding of education needs.
  • [Work Efficiency] - I'd suggest some efficiency debuff if an over-educated employee takes a lower-education job that's maybe two or more steps beneath their education. And in the inverse: perhaps a buff for workers (any education) who've been with a company (or working a certain job type) for longer durations of time. (unless I'm misunderstanding & I'm getting too detailed for what the game is actually modeling)
  • [Judicial System] - Are there courthouses? And are they part of the supply chain for criminals? (that is such a weird way to find myself phrasing that)
  • [Homeless Shelters] - Will there be homeless shelters in the game? Or is the only response to provide homes & a functioning economy? (deliberately tongue-in-cheek but also...)
Play:
  • [Indoor/Outdoor] - Is every activity categorised as indoor/outdoor, or is every building? A good example is a pool: few are going to want to go to an outdoor pool in a thunderstorm or in the middle of winter (deliberately saying "few" to account for those who post longwinded thoughts on the internet & tend to also be into these things), but an indoor pool may remain totally viable and perhaps even more attractive in winter.
  • [Types of Recreation] - [comment repeat from Diary 5] - I'd love if there were more types of recreation that different age groups would seek out, and if this could be reflected in businesses & park choices. Children might seek playgrounds, teens might seek active sports, adults might seek active sports or nightlife, seniors might seek relaxation, office workers might seek out plazas & restaurants for mid-day lunch, etc. (So our neighborhood of seniors living in single family homes may not have a thriving bar scene. Our downtown offices might support a decent restaurant industry)
  • [Landscaping] - [comment repeat from Diary 5] - I know this won't be in the game at launch, but I feel so so strongly about this that I'm bringing it up again in hopes of future DLC fodder as it's one of my single biggest hopes to someday have in the game: allow landscaping to function as parks. Like if we have a nice forest and run a ped/bike path through it: people could use it like a park, getting happiness & fulfilling needs, even if it's not a ploppable park:
    • The landscaping tool might allow painting areas as natural growth, urban parks, manicured gardens, arboretums, beaches, downhill winter sports, etc. Ploppable items like individual plants, benches, etc could help create more detail.
    • Ploppable items could include things like athletic fields, a zoo, fountains, a botanic garden and greenhouse, etc.
    • But instead of the game only seeing those individual ploppable elements, if you assembled them together into a Central Park: the game would treat the whole as an entire park, with different areas appealing to different users.
    • A brand new city in the middle of natural growth could right-away achieve some recreational benefit from that natural environment. So a small town might not need as much variety in park infrastructure if the town's surroundings already fill that role.
  • [Vice] - Will there be a gambling industry that we can nurture? Aaaand taking that one step further: what if we wanted to create a den of vice and villainy... could there be some sort of genericized Vice industry ("genericized" because, you know: family game) which might work Criminals into their supply chain? (pretty sure future DLCs will inevitably add more industries so y'know just sort of put this on a post-it somewhere along with your mother's maiden name and the four numbers you use most)
Misc:
  • [Individual Subsidies] - [comment repeat from Diary 9] - I'd love to be able to directly intervene in individuals' lives. Like if I see someone struggling financially I could give a one-time payment to meet their needs for a year, or perhaps I could subsidize them specifically & have a budget item for that. (and this same approach might also exist for companies) (I know this won't be in the game at launch, but I think there'd be interest in having such an ability & it does mirror things that happen in real cities!)
  • [Crossover] - Putting this one last since it's a ridiculously daunting likely-never-gonna-happen request, but I'd love a Crossovers DLC that ties into other Paradox titles. The most obvious one, by far, (and also the hardest to do) is how this could fit into Life By You (use your own city as a backdrop!), or Life By You could fit into this (those denizens look awfully familiar...). But what if we could build statues of our CK3 rulers, or if our city names could pop up as a pre-FTL homeworld in Stellaris...

Thanks!! :)
So much great feedback, thank you! I'll answer the questions I have an answer to right now.
  • [Performance] - The game only tracks the history of citizens you are following, not every agent in the game all the time.
  • [Chirper Controls] - You cannot disable specific chirps but thanks to the likes you won't see a ton of chirps about the same issue in a row as citizens are liking an existing one instead to show you how important the issue is to them.
  • [Stream Integration] - We do not have an option to rename citizens in bulk but just like in Cities: Skylines you can change their names if you wish.
  • [Work vs Education] - Yes, citizens either work or study.
  • [Adult Education] - As long as the adults have the needed education level (= they will need to have graduated high school) then they can go back to school and improve their education level.

How will we be able to rename our citizens? I would like to see a citizen named Serenity in my city.
Yes, you can rename your citizens - and just about everything else in the game.

The video shows lots of citizens out enjoying the various parks, sitting on benches, lounging in green spaces etc. One thing I am wondering is will this happen everywhere or only on ploppable/zonable assets. For example if I plop down a bench in a bit of green space will I see citizens come and sit at it?

The life path feature is very intriguing but what happens if the citizen we are following moves out of town will that be it then will we no longer get updates from them? And what happens to the citizens if we destroy their home?

Also considering we have the life path feature how much influence can we have over the citizens life for example if we are following them and see that they have become a robber or homeless how much power do we have to improve their life?
Only the premade parks provide citizens with leisure. They will use pedestrian paths in the city but just as a means to get from one place to the other, they will not spend time there.

Does the "Workplace availability" infoview show the total number of workplaces in the city, or the number of vacant jobs? Or is that the xx/yy number pair? (If yes, captioning the columns would help.)
It shows positions filled out of total positions. The tooltip provides more information about the numbers you're seeing if you're ever in doubt.

I didn't catch that! I was watching on my ThinkPad, which has a pretty low-res display for "modern" standards. It's 1366x768.

I love the dog walking animation! I showed my best friend the dogs from the development diary. My best friend is very passionate about dogs. She said that the dogs are cute and that they look proportionate to dogs. Congratulations! You got the dogs right! That begs the question...Will there be cats at launch?

Edit: I apologize, @Tobasco da Gama. It might be my adblocking settings, but I didn't get quoting right. My quote was a reply to a post from you.
Thank you so much, I'll make sure to pass that on to the artists! And no cats at release, but who knows what the future holds.

Hey, Avanya (and the rest of the Colossal Order team, of course:))

I just have one question, or more of a wish: do you plan to add the ability for the player to drive/walk/fly around his city later on?

Now, I know, I and many other players must have already asked this question a several reports ago, but still - what's the point of building a city if you can't live it, or should I say, experience it yourself? Not all mayors spend all of their lives locked inside a town hall, and every creators' wish is to get closer to its creations - and not just from atop!
What's the point of fixing traffic anyway when all the player sees and hears is red roads and frustrated "chirping" instead of experiencing the frustrating fact of getting through the morning commute itself?

Thanks for answering in advance and I wish you a successful October!
You won't have an avatar or vehicle to move around the city with but the Photo Mode provides a lot of freedom when moving around your city. We'd love to hear your feedback once you get to play around with it and experience your city up close.
 
I don't have any statistics on how long they generally live, but when they have lived 84 in-game days they reach Senior age. At that point their maximum health decreases and they are more likely to die as a result, especially if they get sick.
So 60 years in game, or 6 years (same as in previous game) until they become seniors?
If its realistic, then one day night cycle takes 9 months or so.
 
Hey Avanya :)
A very, very interesting diary. I am impressed with the detail of the models of people, animals, buildings, etc. You can also capture a lot of visual and graphic curiosities in the video, e.g. how the textures will look like, e.g. buildings, trees. It looks really good.
1. If there are dogs (I love them), will there be cats? They were cute in CS1.
2. Will the inhabitants react to the weather change in any way, i.e. change into winter clothes when it snows, or take an umbrella with them when it starts to rain?
3. During a catastrophe or natural disaster, will the inhabitants react to it more dynamically? By the way, it would be nice to see insurance agencies where residents can insure themselves for life and against natural disaster when they lose their home.
4. Will we see people in wheelchairs, parents walking with a child in a pram, policewomen and policemen patrolling the streets, children on skateboards, etc.??? ;)
 
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So 60 years in game, or 6 years (same as in previous game) until they become seniors?
If its realistic, then one day night cycle takes 9 months or so.
I always read that in CS1 the life of a cim lasts 4/5 years of play.
Here if at 84 days he is a senior, let's say that the average number of cims lasts 100 days of play.
In CS2: 1 day = 1 month / 100 days = 100 months. 100 divided by 12 is about 8.3 years in game.
If I'm not mistaken, life is x2 compared to CS1. Good news.
 
Speaking of agency, now that things have been touched on elsewhere in past diaries as well, I was wondering:
Is there any sense of corporate health, or is it only on a per-building basis, like in the previous game?

By that, I mean, let's say we have a gas station, run by ChirpOil. There are also 8 or 10 other ChirpOils throughout the city. Will they be linked together in such a way that a specific location might be unprofitable on its own, but will maintain its existence because it provides a service that is otherwise lacking in an area...because the other 7 or 9 remaining ChirpOil locations are extremely profitable?
 
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I'll pop in with a few answers to some of your great questions!


I don't have any statistics on how long they generally live, but when they have lived 84 in-game days they reach Senior age. At that point their maximum health decreases and they are more likely to die as a result, especially if they get sick.


If their home is bulldozed or otherwise removed they become homeless and will either leave the city or find a new house (if available) in the city. It depends on things like their wealth and overall happiness.


Clicking counts as petting, right? ;)


Citizens can date, move in with, and marry each other regardless of their gender, and they will chirp about major events like starting a new relationship, splitting up, moving in together, and getting married.


So much great feedback, thank you! I'll answer the questions I have an answer to right now.
  • [Performance] - The game only tracks the history of citizens you are following, not every agent in the game all the time.
  • [Chirper Controls] - You cannot disable specific chirps but thanks to the likes you won't see a ton of chirps about the same issue in a row as citizens are liking an existing one instead to show you how important the issue is to them.
  • [Stream Integration] - We do not have an option to rename citizens in bulk but just like in Cities: Skylines you can change their names if you wish.
  • [Work vs Education] - Yes, citizens either work or study.
  • [Adult Education] - As long as the adults have the needed education level (= they will need to have graduated high school) then they can go back to school and improve their education level.


Yes, you can rename your citizens - and just about everything else in the game.


Only the premade parks provide citizens with leisure. They will use pedestrian paths in the city but just as a means to get from one place to the other, they will not spend time there.


It shows positions filled out of total positions. The tooltip provides more information about the numbers you're seeing if you're ever in doubt.


Thank you so much, I'll make sure to pass that on to the artists! And no cats at release, but who knows what the future holds.


You won't have an avatar or vehicle to move around the city with but the Photo Mode provides a lot of freedom when moving around your city. We'd love to hear your feedback once you get to play around with it and experience your city up close.

I am not sure if this is already answered, but it was mentioned in an earlier dev diary that the households and businesses pay rent. To whom? The city? The owner of the building? Who is the owner, then? A Cim or a company?

Curiously, in the dev diary about economy & production, there is no mention of buying a house, only a mention of rent. Are all houses rented? Likewise, businesses are mentioned as only paying rent. No concept of buying your own property. Again, if they buy or rent a property, to whom are money paid to?

Surely, the money paid for the rent could not have vanished into a rabbit hole. One could argue that it was paid to the owner from out of the city, but that would be a stretch, though not totally implausible. But all properties owned by an owner out of city? I mean, come on. And all rent paid out of the city, instead of being paid out to the city landlords, would suggest that a considerable percentage of income in the city is lost to the city, only balanced out by the exports out of the city.

Furthermore, how is rent for homes and commercial premises determined? The property value? Is the rent a percentage based on property value? The dev diary already elaborated on how rent is determined for industrial properties (larger building mean higher rent; higher land value obviously result in higher rent) but nothing about commercial or residential properties, except that high land values can make rent unaffordable for some households. Are those rules for industrial properties also applied to residential and commercial properties insofar as the rent are determined? Or are they determined differently?
 
I am not sure if this is already answered, but it was mentioned in an earlier dev diary that the households and businesses pay rent. To whom? The city? The owner of the building? Who is the owner, then? A Cim or a company?

I thought they talked about this in the economy DD. Maybe it was in the dev posts on that diary.

Wages are a money source going into the economy, rents are a money sink taking money out of the economy. The city budget gets a portion of rents from land taxes (or equivalent).

All agents rent (or at least pay 'monthly' to someone - whether that's rent or mortgage payments is up to you, but they can never pay off their mortgage!)
 
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This is clearly game mechanics, but we must pay attention that a family or company may own a building or its part, so it should pay only service fees. This is the big charge, but is one time payment intead of constant small ones.
 
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