Cities: Skylines

Cities: Skylines

[ARIS] Early Death
103 Comments
Hotba1100n 10 Feb, 2020 @ 6:25pm 
This mode does not work with roundabout builder.
Quartermistress Vixie 19 Jun, 2018 @ 6:43pm 
I jsut downlaoded this, but I'm hoping it will mean I see aboulances again, ti's been over a day since one spawned IRL, and like 3 months in game.
VimonaC 13 Feb, 2018 @ 10:16am 
Excuse me, does this mod still functions, or if not, is there a similar mod that prevent many citizens from dying at a same time?
Masonicon 9 Mar, 2017 @ 5:36am 
If I ever wants people in Cities Skylines dies from something other than Old Age or Poor Health, I rather gone with Natural disasters expansion pack
Stefan96 3 Oct, 2016 @ 8:14am 
with this mod is death rate slower?
performer 14 Aug, 2016 @ 6:54pm 
YAY, now i can build Swasiland, sorry thats not funny :/
Tetraedri_ 10 Jun, 2016 @ 12:54pm 
Maybe possibility to adjust the death rates by user?
queso619 12 Feb, 2016 @ 10:25am 
Wayyyyyyyy too many dead people. My city overloaded with dead pretty quick despite that I had many crematoriums set up.
Noob 13 Dec, 2015 @ 9:22am 
Could you possibly make a mod where people live forever?
H.Romeu Pinto 11 Nov, 2015 @ 9:05pm 
Best description ever
PS: Seems "Lucky" has cought our creators laptop...Sry for ya
Afevis Solmunko 9 Oct, 2015 @ 6:21am 
Update; The creator's gaming laptop was stolen a couple months ago and hasn't been able to get a new one. This won't be updated until he is able to replace it.
banshee 28 Sep, 2015 @ 1:56pm 
I subscribed your mod which was looking awesome at start but now, my 300K+ is getting worse day by day. At first death toll was OK and I had found it realistic until today. My city's average health went down to 32% from 98%. Before installing this mod there was only (maximum) 1000 sick citizens, now there is 56000 sick citizens in my city?! What the F?! I had to build a hospital every block. Even if there is 4 medical clinics in the same street everybody dies. There are more hospitals then parks. Even unsubscribing didn't fix it and I think my savegame is with Early death till it's deleted. Thanks for ruining an awesome city!
[XF]inoxe06 25 Sep, 2015 @ 2:04pm 
hi
thx for ur job
is,it ok with afterdark plz?
Deepfield 22 Sep, 2015 @ 11:43am 
@Soda - I find all your mods very useful and simple. Thanks for the work!
MadjoMan #neverff 11 Aug, 2015 @ 7:25am 
Never turn on a mod like this wthout having a backup, cuz if u do so cities of 220000 can go dwon to 30000 :steammocking:

COEPTIS 31 Jul, 2015 @ 7:04pm 
Don't download this. A city of 220,000 went down to 30,000 after the use of this mod. It destroys cities, just avoid it. If you're thinking this may balance out the deathwaves, it does exactly the opposite.
JayTurnr 25 Jul, 2015 @ 2:51pm 
I've not had a death wave ever since I started using this.
Rysouke 26 May, 2015 @ 10:29pm 
Actually death wave can solved if dont zone so fast i always montior the death and birth rate and so far my birth is twice as death. if i see higher percentage in senior i will stop until it reduce
Soda  [author] 26 May, 2015 @ 9:03pm 
@qaneetlaher, well... that depends. This makes death more realistic, but it won't completely remove death waves if you allow people to move in tens of thousands at a time. It's just like real life: baby boomers are still going to make a death wave even with our car accidents, diseases, etc.
qaneetlaher 23 May, 2015 @ 7:55am 
will this mod prevent that my cims from dying in their thousands every 20-30 years?
Rysouke 22 May, 2015 @ 3:50am 
Oh that nice to hear that basically i amm doing this for all assets and mods as after patch seem to mess up abit which even cause crash after exit to menu but now all fixed
Soda  [author] 22 May, 2015 @ 1:19am 
Guys, turns out that the existing version of this mod in the workshop works fine. What is broken is the game's mod list after the update. The patch didn't seem to do a clean job. So, just unsubscribe, start the game, and then resubscribe. That will clear the existing entry and create a new (and properly formed) entry.
Rysouke 20 May, 2015 @ 9:20pm 
Oh ok that good i use those hotfix for the 3 mods and the rest will just wait for update. Thank again
Soda  [author] 20 May, 2015 @ 9:14pm 
@Rysouke, you'll have to download the hotfixes and replace the ones Steam downloaded. The hotfixes should work fine.
Rysouke 20 May, 2015 @ 5:59pm 
even those 3 mods that has hotfix also cannot be used??
Soda  [author] 20 May, 2015 @ 11:16am 
@Rysouke, no, all the [ARIS] mods are apparently broken at the moment by the patch. It's a simple fix to make them compatible with the new patch. But I'm on vacation right now and won't be home until tomorrow late night. I'll try to take a look at what's going on and push out fixes ASAP.
Rysouke 20 May, 2015 @ 6:06am 
Is this ok to use with new patch?? I notice someone post hotfix to 3 of your mods so i dont know if this mod need the hotfix or not too.
Rysouke 17 May, 2015 @ 6:09pm 
Yes soda you are right now my city is at 34k population and the death seem more even now thank again
Soda  [author] 17 May, 2015 @ 1:18pm 
@Prime Radical, could you upload it to pastebin or something? This mod actually relies on the game's own death function and doesn't remove anything itself. This is the first report of this. So, it might be due to something else.
Soda  [author] 17 May, 2015 @ 1:16pm 
@Rysouke, yes, new cities are more vulnerable. This is because education, wealth, employment status, etc all contribute towards a person's death rate. At the beginning, you will have a lot of uneducated, poor, and unemployed people. They tend to die more. But once you are built up your city, and everyone is doing well, then only things such as illness will realistically affect the death rate.
Exogenesis 16 May, 2015 @ 10:12pm 
Installed this module, and then after playing for around 1 hour, the game crashed. Game dumped log files and memory. Read through them it looks like that game attempted to remove a citizen that didn't exist. I suspect this module may have been the cause of this crash. Let me know if you want to see stacktraces. I might send the dumps to CO to see if they can make heads or tails.
Rysouke 16 May, 2015 @ 9:10pm 
I just started a new city and i saw alot of death at start is this normal??

I had another city which more well developed at 72k population and i dont see many deaths.
Frankenstein_The_OG_Bodybuilder 15 May, 2015 @ 11:56am 
Death spikes seem to be less "spikey" with that one, which is good as far as I'm concerned =)

Thanks man
therealGN 13 May, 2015 @ 2:18am 
The Terraform Tool does it to configure the terraform cost: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=411095553
Soda  [author] 13 May, 2015 @ 2:00am 
@ jobbanaught, it doesn't seem like I'll have much time working on this in the next couple of days. So, could you link me a mod that does the xml config thing you were talking about, and I'll just copy the code? That way, while not pretty, you'll have a way to change the probability until I have time to put the slide option in.
Soda  [author] 13 May, 2015 @ 1:04am 
@jobbanaught, not yet. I'm away from home this week. So, I am just working on this here and there, little bit at a time.
BLÀde 13 May, 2015 @ 1:01am 
i can confirm this causes death A LOT. once your pop gets to around 25k people start dying in waves. you will get a weekly change of -100 pop+ and your blocks will be covered in death icons!!
therealGN 13 May, 2015 @ 1:00am 
@Soda So any news on the configurable max lifespan probability?
Jellyfish89 10 May, 2015 @ 5:12pm 
Does not cause permanent changes? EXCEPT DEATH
Du Manolitos 10 May, 2015 @ 2:16pm 
sounds awesome, gonna try it out!!! thanks!
therealGN 9 May, 2015 @ 7:38am 
Great thx!
Soda  [author] 8 May, 2015 @ 9:14am 
@jobbanaught, okay. Let me take a look at how difficult the slider option is. If it's a bit much, then I'll use an xml config file for the time being.
therealGN 8 May, 2015 @ 9:06am 
Also what about putting config stuff like the max life probability in an *.ini or *.xml file? Other mods do it, too. If file and values are set you can override your default values, otherwise you use the defaults. I think your mod is very close to offer a solution for a problem many players have ;)
therealGN 8 May, 2015 @ 7:00am 
I already did like 10-12h of full speed simulation. The intensity of the death waves does reduce, but only very slowly. So if there was a slider to control the base death probability i would be glad to use it ;)
Soda  [author] 8 May, 2015 @ 4:21am 
@jobbanaught, 20%?! Wow, that's a really serious death wave! With this mod, you should be able to see the death waves drop over time. The mod increases chance for premature death; so, it won't just get rid of death waves instantly. However, it will reduce it every time around. After a long enough period of time, you should no longer see huge fluctuations. It might take running the game for a few hours, though.
therealGN 8 May, 2015 @ 3:41am 
@Soda: Death waves are a problem for me because they ruin my industry worker numbers which leads to "Not enough goods to sell". Its hard to keep your city in balance when it fluctuates +/-20% of its population :(
I find having enough Crematoriums (or using your hearse AI) only removes the "resonance" from the death wave, i.e. it doesnt get bigger. I have achieved that but still have the problem mentioned above.
Soda  [author] 7 May, 2015 @ 12:11am 
@derek328, I'll have to look around and see if there's a creative way to simulate proper scaling, until CO either fixes this or make this moddable.
derek328 6 May, 2015 @ 12:04pm 
@Soda yes I agree - the big problem here is CO hardcoded life event durations for each cim, so if we extend their lifetime, all the other events are also dragged out to crazy lengths.

Having some properly scaled life events would also be nice, but as it stands (I believe) each cim only lives about 24 years, which pretty much defeats any purpose of having life events because the default numbers by CO are so unbalanced. It really sucks. Is there really no way to artificially adjust cims' total lifespan length as well as different life event durations separately?
Soda  [author] 6 May, 2015 @ 7:33am 
On the other hand, if you just don't like having the death icon hovering over most of your city, the Enhanced Hearse AI mod could help a lot; perhaps enough to make the death icons not to be an annoyance anymore. The reason why death wave is such a big problem right now is in part due to how death works in the base game; the other part is how ineffective hearses (and other service vehicles) are in optimizing their targets. Enhanced Hearse AI augments the base game AI and acts as a dispatcher (as in real life) to correct errors in the base AI's judgment.
Soda  [author] 6 May, 2015 @ 7:33am 
@jobbanaught, that depends on what you mean by "fighting death waves".

If you want death waves to flat out not exist, you would have to zone very slowly or wait for the slider update for this mod. The thing is death waves do exist in real life, e.g., baby boomers. They are rather hard to eliminate naturally. Also, this mod has a baseline of 68.52% of living to the end, which is actually pretty close to reality. With that said, once the slider has been added, you'll be able to control it to your liking.