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So you guys do like this idea? I posted a long suggestion over in the other forum how it can be adjusted in the game. It does not need to be a mod if the team wants it they could have an option for it. :)
 
for me its just a number, the thing that urks me is that the number of simulated citizens is way lower than it should be.

just multiplying the number shown on the bottom isn't going to change the fact that there are 50% less citizens walking around my city, or 50% less demands for jobs or industry workers.

im just wondering why this hasn't been changed. from what iv seen it would take a hell of a lot of work to get a city of 1mill citizens (the maximum amount) one of the devs said that the most they every get when making a their cities 2-300k and that's using most of the 9 tiles. so its not like changing the amount of residence that stay ina building is going to flood your city to the point where you have the max amount of citizens. it actually sounds like it would match right up to where filling 9 tiles gets you close to 1mill.
 
for me its just a number, the thing that urks me is that the number of simulated citizens is way lower than it should be.

just multiplying the number shown on the bottom isn't going to change the fact that there are 50% less citizens walking around my city, or 50% less demands for jobs or industry workers.

im just wondering why this hasn't been changed. from what iv seen it would take a hell of a lot of work to get a city of 1mill citizens (the maximum amount) one of the devs said that the most they every get when making a their cities 2-300k and that's using most of the 9 tiles. so its not like changing the amount of residence that stay ina building is going to flood your city to the point where you have the max amount of citizens. it actually sounds like it would match right up to where filling 9 tiles gets you close to 1mill.

Taking in consideration that it's already possible to unlock all 25 tiles, if you could get 1M in just 9 tiles, that number would become extremelly short.

The thing is: as it is now, all citizens are driving, demanding jobs etc... That doesn't happen in real life. So, if you get the simulated agents multiplied by a factor, those "fake" citizens could be considered the ones that don't work, stay at home etc.
 
I think it could go to 30-40%, but that's irrelevant. The solution for this is someone to Mod the numbers, allowing everyone to use the default mechanic or increasing pop numbers.

Lets see what happens.
 
Why is one group of people complaining about what another group would like to mod? It is a mod meaning it is completely optional whether you use it or not. If you don't want to play a modified version of the game then don't. Easy as that. I want to play vanilla for a bit and see how it goes but just from what I have seen in Let's Plays this mod sounds interesting. The #'s don't seem to jive with what I see on screen so far.
 
Actually, the solution of allowing only a small number of agents in large buildings is itself a fudge...so this would be some kind of counter-fudge.

Personally, I would have preferred normal numbers for each building, including high rises, but with a much lesser (and more realistic) chance of high rises occurring, which would make them a more worthwhile achievement while keeping overall population numbers under control ( < 1,000,000) as well.

This, I would prefer realistic numbers and less high rises, but it would take a lot of careful balancing to make this happen right. You would have to slow down quite a bit of the stuff going on in the simulation to handle that many more people in a building. Things like sickness and death could really get out of control as well as traffic in/out of the building.
 
Placing 12 people in a highrise is unrealistic? How about stuffing three families into a trailer, as they did in SC2013 and SC BuildIt? There really is no common ground, is there?

To be honest, I think there's lots of room for common ground: just one family in a trailer, and 75+ people living in a highrise. It's all about finding a suitable compromise.

I love the idea of a simple mod to multiply my population number by a factor of 3 or 4. I don't need those folks to all be simulated... just to have the number multiplied to make the population figure match the city I see.
 
I would prefer having realistic number of people in individual buildings, and then increasing the duration that people spend inside the buildings to be in scale with the time they spend travelling. If the latter's not done, then there would be a too high density of people travelling.