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So the problem is with the Going to Shopping behaviour not Going to Work?
No, it is people "going to work", they park their car in the commercial lot, they do 5 steps, then they become "going home", back to the car and drive away.,

If you build the marketplace building and look at it from 5:00 am to 11:00 am (morning rush and people going to work) you will notice this behaviour since that building has 600 employees so it is the best way to test the issue.
Ok. I will try to investigate this more, but so far I haven't noticed this issue in my city.

What I would recommend is that you install my mod "Trips View" and after you run the game for a whole day check the "Trip Purpose" graph and share it with me. That graph will indicate when the rush hours for work are happening. The peak for AM should be around 8-9 AM and for the evening should be around 5 PM
 
It would be great to be able to see what is a specific cim working hours. Would that be possible to add? Like "Works 9am - 6p". Or, if that is not possible, the shift: "works during the night"; "Works during the day" etc.

I am the only one that misses this info in the base game?

Great mod!!
 
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It would be great to be able to see what is a specific cim working hours. Would that be possible to add? Like "Works 9am - 6p". Or, if that is not possible, the shift: "works during the night"; "Works during the day" etc.

I am the only one that misses this info in the base game?

Great mod!!
Interesting suggestion, but I think it would be more appropiate in the Extended Tooltip mod. I have sent your message to that mod's author
 
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So, I have noticed I have many cims that are "spending free time" walking on the streets. Usually after work or during lunch time. Does this activity count as leisure time? Or is it something entirely different?
 
Ok. I will try to investigate this more, but so far I haven't noticed this issue in my city.

What I would recommend is that you install my mod "Trips View" and after you run the game for a whole day check the "Trip Purpose" graph and share it with me. That graph will indicate when the rush hours for work are happening. The peak for AM should be around 8-9 AM and for the evening should be around 5 PM
I have a similar problem. Where people entre commercial buildings and stay tehre for less than a minute and the became "going home" and leave. All my cims that go get meals do this. I havent cheecked with shopping
 
I have a similar problem. Where people entre commercial buildings and stay tehre for less than a minute and the became "going home" and leave. All my cims that go get meals do this. I havent cheecked with shopping
But if they are going to get meals in the commercial zone that would be considered as a going shopping or leisure trip and not going to work.

This mod doesn't change how long cims spend in a building when going shopping or for leisure, so without the mod this behavior should be the same
 
But if they are going to get meals in the commercial zone that would be considered as a going shopping or leisure trip and not going to work.

This mod doesn't change how long cims spend in a building when going shopping or for leisure, so without the mod this behavior should be the same
Thanks for the awnser! But then, what do the options to change avarege time dedicated to meals, shopping and leisure mean in the mods commercial menu? I thought that it changed how long they spent inside the Building after entering it. As in if I choose 1 hour for fridays, they would enter the meals store and spend 1 hour there and then return home
 
But if they are going to get meals in the commercial zone that would be considered as a going shopping or leisure trip and not going to work.

This mod doesn't change how long cims spend in a building when going shopping or for leisure, so without the mod this behavior should be the same
Thanks for the awnser! But then, what do the options to change avarege time dedicated to meals, shopping and leisure mean in the mods commercial menu? I thought that it changed how long they spent inside the Building after entering it. As in if I choose 1 hour for fridays, they would enter the meals store and spend 1 hour there and then return home
Those settings are misleading and I should probably rename them.

Those are used to calculate the probability of what leisure option will be picked. For example, if the average number of hours for Meals is 2 and for Parks is 1, a cim will be twice as likely to go for a Meal when compared to a park. That's how it was implemented - it has nothing to do with the amount of time spent.
 
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Those settings are misleading and I should probably rename them.

Those are used to calculate the probability of what leisure option will be picked. For example, if the average number of hours for Meals is 2 and for Parks is 1, a cim will be twice as likely to go for a Meal when compared to a park. That's how it was implemented - it has nothing to do with the amount of time spent.
I get it, thanks. Yeah, I think a rename could be useful. I was wondering why I had masses of people going into the only meals commercial I have. Its because I set the meal option to 2 withou knowing what it acuatlly did.
 
I really like your mod, so thanks a lot, so much more fun with some traffic in town! Something seems to be broken after the last patch regarding pick up or counting of dead people connected to the mod ?- after loading in game after the patch with this mod all the older people where still there and then a mass death followed. Without the mod that doesn´t happen and older people are just gone. I played for some ingame days without the mod, then put it back on, no hearse came to pick up a dead person. (settings used: Germany)
 
I really like your mod, so thanks a lot, so much more fun with some traffic in town! Something seems to be broken after the last patch regarding pick up or counting of dead people connected to the mod ?- after loading in game after the patch with this mod all the older people where still there and then a mass death followed. Without the mod that doesn´t happen and older people are just gone. I played for some ingame days without the mod, then put it back on, no hearse came to pick up a dead person. (settings used: Germany)
This mod would not be the reason for the issue that you are facing. It doesn't change anything related to how cims age. Your problem could be because of another mod, or the base game itself - which had several changes related to this in the last update
 
Also confirm this mod will block the workaround CO do in 1.2.3f1, so when you load an old save with this mod enabled, you will get a critical death wave and need a lot of time to overcome it.

Anyway, hearse still work correct in this situation, just too many people dead at the same time.
 
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Also confirm this mod will block the workaround CO do in 1.2.3f1, so when you load an old save with this mod enabled, you will get a critical death wave and need a lot of time to overcome it.

Anyway, hearse still work correct in this situation, just too many people dead at the same time.
Are you using the slow time feature?
 
Hello, Skyve points out that there is incompatibility between this mod and economy fixes mod. Which functions are incompatible?
Both mods replace the game's LeisureSystem. This is a very important system for this mod and probably all options related to Leisure from this mod will not work correctly. I have not tested both mods together and I would not recommend it
 
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Also confirm this mod will block the workaround CO do in 1.2.3f1, so when you load an old save with this mod enabled, you will get a critical death wave and need a lot of time to overcome it.

Anyway, hearse still work correct in this situation, just too many people dead at the same time.
I believe changing the slow time factor in an existing city is the problem.

The game calculates each cims age as the current date - the birth date. However, changing the slow factor, changes the current date significantly, impacting the age of all cims.

I would recommend not changing this factor in an existing city, or waiting some time for the population to cycle and the age distribution to balance itself again.

This is something that I just noticed recently, and I'll put a warning in the mod's menu
 
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It is possible to make citizen spend more time while shopping? Vanilla they go to a shop and they take few second before moving away, sometimes they don't even enter the building before gonig away.

This was obviously made with the short day durations of vanilla in mind, but with this mod and a slower factor it would be great if citizen can stay more into commercial buildings when shopping, similar to park behaviour where they spend more time.
 
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Hi, I noticed that this child is going to school.

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Despite not going to school because it is Sunday and in vacation

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Realistic Trips has been updated
This version adds Special Events to the mod. Special Events will occur a few times per day at some of the park facilites. During those hours, those parks will attract more visitors. When the event ends, they will all leave at the same time.
 
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