Necropolis aka Help me with Dead People Piling up

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My city has passed the 600,000 soul mark and I'm crying because almost every residential building has dead people in it . There are no one way streets that don't have exit ways and traffic is fine in my city . I've been trying the advanced crematoria mod to try and stem the tide but they only ever send out 2 hearses . Why only two ?

Can someone please help me =(
 

JerkyJerry

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Yeah I'm at 660k - 680k population on one of my maps and at this point in the game many things make sense. What worked with lower populations just does not work at this level. You see dead people and I can't build roads any longer.

The more I play the more I'm coming to the conclusion that just like tourism, high population cities and the mechanics of the game just don't recognize each other.

At one point during my 500k to 600k building of my city I almost had to double the police dept as I was getting numerous complaints about high crime despite it being between 2% & 4% every single week for years. Then I reached the 580k(ish) population level and those complaints were gone except for the one building which despite having a police station on either side of it would not stop complaining.

If you got up to 600k in population you obviously know what you are doing and how the game works. It is just that when these things happen, out of know where, for no reason, it just has to be game mechanics or whatever. It just can't be player error or we #1 would have not gotten this far and population this high & #2 they would have happened before.

I think it is a great game up to the 250k pop level or 300k pop but then after that systems either breakdown completely or just don't operate/work the way they did for years and years prior. I had much more fun playing the game at lower population levels than I do at higher ones. Too bad, as I would expect it to be the exact opposite. :(
 
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I just wish I could understand it so that some kind of workaround or fix could be had . It's rather aesthetically displeasing to have so many dead people around . I almost wish I could just shut off the mechanic entirely . How tiresome .
 

ReginaRC

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A slower aging mod (like the one linked by SteveeD) can be a huge help. You could at least try one temporarily in order to keep more Cims from dying before the current bodies can be disposed of. I don't use the Very Slow mod, just the Slower Aging mod. It really is a huge help in managing my city because otherwise it feels like everything happens way too fast.

I'm wondering, did you zone a lot of residential area at one time? It also helps to add a little here, zone a little more there, and just keep going. I like to zone some and let everyone get moved into town and find jobs then zone a little more. I still end up with areas where the majority of Cims in residence are seniors but it doesn't affect the whole city at once and as time progresses the death cycles start turning into more of a rolling thing so one area has a chance to get past it and then it hits in another.
 
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Co Starring

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A slower aging mod will only postpone the event.

There needs to be a random number determining the age at which someone dies (could be 40's and well into 100's)
Just like an education limit which needs to be determined when a citizen enters the city/is born.

(No I don't want to put schools, high schools and universities in my Industrial area's, they will not get "death services" either. Separate discussion, needs to be said though)
 

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I would honestly just take death services out of the game in general because honestly in the REAL world , private businesses take care of things and people pay for their dead to be taken away
 
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Metropolitan

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I would honestly just take death services out of the game in general because honestly in the REAL world , private businesses take care of things and people pay for their dead to be taken away
Sorry but cemeteries depend of municipalities in most cases. Well at least it's not a private business here in France.

If you have cemeteries, then it's rather logic to fill them, and if you fill them, then it's rather logic to have hearses bringing people to their last place of rest.

I believe the key problem is that everyone have the same age when they move in your city. It would makes sense if the age of people moving in the city would be random, from 20 to 80. This way, people wouldn't die by wave, but more progressively.
 
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GavinZac

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(Some) cemeteries might be public, but funeral services are not. Hearses should be treated as private and commercial traffic. Like a donut van. It feels like they were added to the game to make some sort of challenge, but frustration is not fun.
 

ReginaRC

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Apr 5, 2015
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A slower aging mod will only postpone the event.

There needs to be a random number determining the age at which someone dies (could be 40's and well into 100's)
Just like an education limit which needs to be determined when a citizen enters the city/is born.

(No I don't want to put schools, high schools and universities in my Industrial area's, they will not get "death services" either. Separate discussion, needs to be said though)
One would think that would be the case but in reality what happens (I've played with and without) is that since they age slower you get a larger population built up before the first death knell so it ends up being a smaller percentage of your total population which makes it easier to manage. Since they age slower there aren't bodies needing to be transported as often as with the default age length.
 

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I don't think I would have such a big problem with this issue if it weren't for the fact that only 2 out of 20 hearses are being used at any given time . It basically cuts my ability to deal with the problem by 10% so I'm wondering if this is a bug or if I'm doing something wrong ?
 

Metropolitan

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One would think that would be the case but in reality what happens (I've played with and without) is that since they age slower you get a larger population built up before the first death knell so it ends up being a smaller percentage of your total population which makes it easier to manage. Since they age slower there aren't bodies needing to be transported as often as with the default age length.

This statistically makes perfect sense.
If people live only 6 years, then one sixth (about 16.67%) of the population will die each year. If people live 80 years, then one eightieth (about 1.25%) population will die each year.

So in a city of 100,000 inhabitants there will be :
- 45 deaths per day if people live 6 years
- 3 deaths per day if people live 80 years

Even though 80 years is clearly too long (mainly because of game dynamics of social evolution and education), I do believe that 6 years is actually very short. Even for schooling, I have often the feeling that we get nearly instantly educated people when plopping an elementary school. Granted it takes a bit longer for high school and university, but still, I do have the feeling people progress very fast.

As a result, I would say that a neighbourhood would reach full maturity in 3 years or so, which is very short. And as a result we don't necessarily feel newer districts really newer than older ones. I don't know if others have that feeling or if it's only about my own way of playing.
 
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ReginaRC

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Apr 5, 2015
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I don't think I would have such a big problem with this issue if it weren't for the fact that only 2 out of 20 hearses are being used at any given time . It basically cuts my ability to deal with the problem by 10% so I'm wondering if this is a bug or if I'm doing something wrong ?

I wish I knew the answer. I have several cemeteries in my city and they usually have five or six hearses out at any given time. Once in a while they're a little slow getting a body picked up but overall they're doing a bang-up job.

@Metropolitan it feels the same to me. The six-year default is just too fast and I can't get anything stabilized. I use the Slow Citizen Aging so they live for twenty-five years and to me it feels just right. The percentage of senior citizens in my game is usually 16-19%. Overall it isn't too taxing on the death services, although it can take a little adjusting when the first apartment-dwellers start retiring then dying off.