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Could you tell how you measure that?

The Cim Census mod lets you track homeless cims

Screenshot 2024-09-08 124703.jpeg
 
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I'm having this problem on GeForce NOW with no mods enabled. Upon starting game I have a few minutes where people start filling the available houses, then all residential demand dies and I'm losing 500 people an hour to homelessness despite open houses. If I restart the game I get another few minutes of sanity before it crumbles again.

It appears to me there is something wrong with the state management of whatever code is responsible for matching existing people to houses. At some point It just loses the plot and stops functioning. I can't think of another reason why loading the game instantly gets me 10k people for a few minutes before slowly declining as they are shed into homelessness.

The game has run for hours since the update, so I don't think it's about "giving it time to settle". Am unable to furnish a save given I am relegated to GFN since CO cant be bothered to figure out Unity cross compilation
 
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I feel like it is time to just get rid of the homeless people in the city since the update just makes the demand go to zero and the city can't grow. The bye bye homeless mod worked but since the update, I find it is not working anymore. I feel like just disabling the homeless completely will fix this issue. I hope they figure is out soon because it makes the game unplayable.
 
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I never used MoveIt and Anarchy in my games but in the latest city, which I started 2 days before the 1.18 patch, I had some issues with overlapping roads that I needed to correct after doing a tweak with the Road builder mod. Homeless patch was working for me just fine. Then I installed moveit and anarchy in order to fix a few things in the city and my homeless people got stuck, nobody was leaving the city anymore. Just standing around in a way I had not seen before.

Anyway, after 20 minutes of using MoveIt and Anarchy fixing a few things I deleted those two mods, restarted the game and all the homeless started to move again (like I have been seeing with patch 1.18) and head for the train station to leave the city.

I'm not saying Moveit and/or Anarchy is interfering with the homeless patch but maybe someone who knows more about these things can do further tests just to make sure.

Hello, Move It developer here, this is interesting.

Move It does not have any on-going processing; as in when the Move It tool is closed it has zero effect on anything in the game. I believe Anarchy does, but I can't really speak to how it works.

I wonder if Move It is causing some sort of internal connection to break. I had a lot of trouble with this for pipes/power (in the first versions of Move It these would not reconnect) and perhaps there's another connection type that I haven't found, and perhaps upon loading the game again some internal process resets these properly.

@martin4444 - did you try restarting the game with those two mods still enabled? If my theory is correct, this would also cause the homeless to move again because the correcting process would run and Move It wouldn't be doing anything to break things.
 
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I installed Move it yesterday to check and there's no issue here tho I am still running bye bye homeless but that's been updated so the only selection is to evict ghost companies. I didn't have any transport out of town and the homeless stayed around 700 using the civ census mod.

There was one mod that broke with the lastest patch, the Transport Policy Adjuster throws up errors but apart from that and still no Lodging the game is going in the right direction.

Btw thanks for the Mod Quboid
 
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In my case, new City, only 1 mod: "Cim Census".
Only when I put an outside bus line, they began to leave.
I had 5K homeless, now with 40k cims, I have 770.
I only have 1.2k without using dev mode or byebye homeless on my 72k population.
All is well/ demands are are still going well..
Just my industrial is lack educated worker due to me zoning high offices Lmao..
 
Hello, Move It developer here, this is interesting.

Move It does not have any on-going processing; as in when the Move It tool is closed it has zero effect on anything in the game. I believe Anarchy does, but I can't really speak to how it works.

I wonder if Move It is causing some sort of internal connection to break. I had a lot of trouble with this for pipes/power (in the first versions of Move It these would not reconnect) and perhaps there's another connection type that I haven't found, and perhaps upon loading the game again some internal process resets these properly.

@martin4444 - did you try restarting the game with those two mods still enabled? If my theory is correct, this would also cause the homeless to move again because the correcting process would run and Move It wouldn't be doing anything to break things.

I did some more testing here and I did not USE any of these mods in-game. They were just installed / uninstalled.

1) Loaded a save & No Anarchy or Moveit installed and I had around 130 homeless leaving on every train departure.
2) After restart, Loaded the same save with Anarchy and Moveit installed and I now had around
30(!) homeless leaving on every train departure.
3) After restart, Loaded the same save with out Anarchy and with Moveit I now had around
130 homeless leaving on every train departure.
4) After restart, Loaded the same save with out Anarchy and with out Moveit I now had around
130 homeless leaving on every train departure.

So, with this information I will no longer have Anarchy installed but Moveit will remain installed. Have a good one and keep up the great work with Moveit!


Edit: My analysis above is faulty. I had an active tornado spawn in the middle of the city on the "30" only use case that I did not notice until I double checked the scenarios I ran. My homeless depature seems to be consistent with Anarchy and/or Moveit installed. Great! :)
 
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