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Option to unsync time of the day from the simulation #284

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Leni-Vienne opened this issue Jan 6, 2021 · 2 comments
Open

Option to unsync time of the day from the simulation #284

Leni-Vienne opened this issue Jan 6, 2021 · 2 comments
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in discussion The issue is currently in discussion and needs clarification

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@Leni-Vienne
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Hi, I would like to suggest an idea for the cims behaviour. First, I need to say that I don't really know the inner working of the base game simulation and that my idea may not be feasible.
I would like to completely desynchronize the cim behaviour from the time of the day. Instead, cims will go to work at any hour of the day (and night), the city would never go to sleep, and school would never close at night. No weekend or vacation either. I know that this blows a lot of the feature of the mod, but this is the only one that is capable of increasing the number of citizen instances to the limit.

Depending on the size of the city and the cursors between time spend at work, at home, and on the move +entertainment/shopping, we could have a precise number of citizen instances at any given time. On the technical aspect, maybe it is possible to map the citizen ID or name to an hour of the day so that the data structure could stay the same. Alternatively, With such a high number of citizen, probabilities may do the trick just as good.

This for me would be the best of both world : the predictability of the vanilla simulation, and the number of citizen instances of Real Time. It would also allow for large cities to work just as good as <65535 cities with the current version of the mod.

What do you think of this feature ?

@dymanoid
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dymanoid commented Jan 6, 2021

Thanks for sharing your thoughts!

Wouldn't that just be the vanilla game behavior? That is the way the vanilla game works: citizens do all their movements regardless of the time of the day.

Removing the citizens schedules from Real Time will make the mod useless, because it's the core feature of the mod.

@dymanoid dymanoid added the in discussion The issue is currently in discussion and needs clarification label Jan 6, 2021
@Leni-Vienne
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It would be really close to the vanilla game behaviour but what I don't like about it is that whether you have a city with 100K citizens or one with 200K, the number of citizen instances will always hover between 35K and 45K. doubling the population doesn't double the number of citizen instances unfortunately, and so a bigger city will just be more empty.

I know that what I'm asking is not really in line with the goal of this mod, but you are probably the most knowledgeable when it comes to how the citizens are simulated.

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