Experimental City Economic Simulation DLC Script Commands
These modifiers are not officially supported. They offer unusual flexibility in customizing the game’s economy, and they may lead to unforeseen issues. Use them with caution.
On this page
- City Settings — 8 settings
- Scale Down Parameters — 6 settings
- City Competitiveness Modifiers — 2 settings
City Settings
[CITY ECONOMIC SIMULATION DLC]
Initial City Population=<250000 to 1000000>
The target starting population of each city the game generates. The actual population may deviate from the target. Default: 500,000.
Max City Population=<500000 to 2000000>
The largest a city’s population can grow. Default: 1,000,000.
Set this below Initial City Population and it is silently raised to match it — a city cannot have a ceiling under its own starting size.
Migration Rate Modifier=<1 to 500>
How fast people migrate into a city. Default: 100; lower values slow migration. It works by amplifying the city’s quality of life rating when migration is calculated:
Quality of Life for Migration = Actual Quality of Life × (Migration Rate Modifier / 100)
Other limits still apply. Housing supply in particular caps the actual migration rate regardless of this modifier.
Disable Local Economy=<Yes, No>
With the local economy disabled there are no local competitors selling products, and no local businesses providing jobs.
Firm Employment Effect=<1 to 50>
How much a firm’s job creation contributes to the city’s total employment. Default: 15. Above the default, each job a firm creates raises the city’s employed population by the multiplier you set.
Public Facilities Capacity Modifier=<10 to 500>
The capacity of all public facilities. Default: 100. Higher values mean each facility serves more people, so fewer public buildings need to be built.
Consumer Demand Modifier=<10 to 500>
Consumer demand for all products. Default: 100; lower values reduce demand.
Disable Generating Commercial Buildings=Yes
Every city starts with no commercial buildings at all — a deliberate supply gap that companies can profit from by building them.
Scale Down Parameters
The City Economic Simulation DLC uses a refined city size: the population scale is roughly one-tenth of the base game, which is what allows the far deeper simulation of individual citizens.
Why the City Scale Was ReducedSeveral scale down parameters come with that adjustment, and these commands customize them.
The first three cannot be set to their own default. Their default is 4, but the script accepts a minimum of 5 — write Scale Down Workforce=4 and it is clamped up to 5. Using any of these three lines therefore always moves the value away from the default; omit the line to keep it at 4.
Scale Down Workforce=<5 to 20>
Workers per firm with the DLC equal workers per firm without it, divided by this value. Default: 4 — so by default each firm has a quarter of the workers it would have without the DLC.
Scale Down Firm Costs=<5 to 20>
Setup costs and operating expenses of all firms except farms are divided by this value. Default: 4.
Scale Down Farm Costs=<5 to 20>
The same for farms. Default: 4.
Scale Down Advertising Costs=<1 to 20>
Advertising expenses are divided by this value. Default: 1 — no change.
Scale Down Production Speed=<1 to 20>
The rate at which firms produce goods is divided by this value. Default: 2, so production runs at half the base game’s speed.
Scale Down Product Stock Per Cargo=<1 to 20>
How much product a single cargo unit carries, divided by this value. Default: 2 — a cargo unit that would hold 100 items holds 50.
City Competitiveness Modifiers
These two belong to the [SPECIAL RULES] section, not to [CITY ECONOMIC SIMULATION DLC] like everything above.
City Competitiveness Effect on Factory Modifier=<1 to 1000>
How strongly a city’s competitiveness rating affects the output of factories located there. 100 is standard.
City Competitiveness Effect on R&D Modifier=<1 to 1000>
How strongly it affects the performance of R&D centers located there. 100 is standard.
Script – Special Rules