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the games vanilla settings are more than unnatural thats why this mod exists in the first place...
And if you had a look into the config as is, you would find out there ARE already some exceptions to the 1 house = 1 family rule you defined.
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Those values seem very fine when you are using the unlock all milestones mod. If you play the game without it, it is currently very difficult to reach the 6.5k pop milestone without placing residentals all over 2 or 3 areas. Currently there is a workaround to force the residentals to be like just 2x2 or 1x1 houses to get the most out of the used area.
As already used in the high res buildings, I suggest that those low res buildings also extend their square metre usage per person with their level. This way it would be useful to keep the level of the low residentals low enough to reach the 6.5k milestone, which in fact would also be little factor of realism (lower level = lower wealthy people).
your "normal" is by far not my "normal" and vice versa
is that so hard to grasp?
YOU CAN NOT PLEASE EVERYBODY
and now you come here and complain about the numbers instead of changing them yourself?! who is arrogant?
if the numbers provided by the mod get changed drasticly there will be tons of people who will clomplain.
if the author would change them now to YOUR likings MY city would explode...
but who cares right as long as YOU are pleased?!
but im arrogant...
what you are describing isnt a problem for me at all...
your style of plaing isnt my style of playing.
you are not the center of the universe.
for me it doesnt feel hard at all i just take it slow.
took me 3 "real life" days to get 5k and im totally fine with that.
YOU CAN NOT PLEASE EVERYBODY
The lowest average household size in any country in the world is 2.2. So realistically there should on the average be between 2 - 3 people per household. Is it realistic to have 5 single family houses and a population of 5? No. Which is very near what happened to me. 84 houses and only 96 population. (1.14 people per household) That is a ton of houses with only 1 person living in it.
Example: My (real life) street, a cul de sac, has 9 houses totaling 25 people. (2.78 people per household) 84 single family houses in game then would be around 233 population. That is more than double, which for the amount of houses makes a hundred times more sense. Even at 2 per house with 168 pop is low but still more realistic.
And the description is a bit confusing on this but I decided to give it a whirl anyway :)
From the description area: "By default, all low density residential buildings are set to have only one occupant ... by default overrides are already in place for some vanilla assets (so duplexes/semi-detached houses correctly have two households )."
However the author has mentioned he wants to add a UI option to make changes instead of the XML. I really hate playing with XML files. When and if that happens I am totally giving it a shot again as I really want it to work :)
- Small towns with populations less than 5000 in the middle of Canada will have basement suites rented out, apartments, duplexs, 4 plexes, row houses, etc.
- Remote communities (work camps, villages, hamlets) will often have apartments / trailer housing units that house more than one family due to the difficulty of getting supplies up there.
- So the concept that only single family homes can exist in a small town leave most people looking for an additional mod to handle those situations.
I am most likely going to mod the xml file as mentioned but if the "Goal" of the mod is to be realistic then 1 house = 1 family = 1 person and in most cases is quite the opposite.
The mod default is one houshold per low-density building (not just one occupant - yes, there was an error in the description, but it's fixed). This mod does not change the number of people in each household from the base game (up to 5 people per household).
The mod defaults will remain at one person per low-density household, with preset exceptions for known cases, including: duplexes/triplexes, building assets comprising several low-density buildings (such as townhouse rows), and building assets representing houses that have been subdivided.
This is the model that most users expect, and this is the model that is most representative of the Western suburbia model that the game is based around. Yes, there are real-world exceptions to every generalisation; but the exceptions don't make the rule. The number of players modelling small towns in the middle of Canada is signficantly lower than e.g. those building midwestern-US or western-Europe style cities.
If you've also got a consistent alternative methodology that would accurately represent different paradigms (e.g. non-Western housing practices, small towns in the middle of Canada) within the games constraints, then I'm more than happy to add them as a selectable alternative preset in the mod as well.
People are, of course, welcome to play with calculation options (either in the XML now or via the in-game UI when I release version 1.3), but expectations management is needed: many of the exceptions to the mod defaults described here are going to be quite difficult to capture in generic one-size-fits-all calculations, and you might find that the best approach for you is using the existing per-building customisation options.