Script – DLCs
On this page
- Subsidiary DLC
- City Economic Simulation DLC — 15 settings
- Experimental Modifiers
- Digital Age DLC — 19 settings
- AI Tech Company IPO Settings — 6 settings
- Max AI Software and Internet Companies — 4 settings
- Talent System — 4 settings
- Experimental DLC — 18 settings
- Export Company — 3 settings
- Knowledge Points — 3 settings
- Farm Equipment — 3 settings
- New Cities Will Emerge — 5 settings
The Banking and Finance DLC and the Service Industry DLC have their own pages:
Subsidiary DLC
New game settings for the Subsidiary DLC are integrated into the [Environment] and [Competitors] sections of a script file.
For details, please see:
Script - Environment Script - CompetitorsCity Economic Simulation DLC
View the descriptions of these game settings
[CITY ECONOMIC SIMULATION DLC] or [CES DLC]
If the survival mode is enabled:
Developed City=<Yes,No>
Whether there is a developed city at the beginning or not. The game is more challenging if you have to start from scratch without a developed city.
First City Cash Level=<Low, Moderate, High>
The first city’s cash level at the beginning of the game.
If the survival mode is disabled:
City Initial Cash Level=<Low, Moderate, High>
This is for setting the cash levels of cities at the beginning of the game.
Public Expenses Index=<10 to 200>
This index determines the recurring expenses of public facilities, which affects the game’s difficulty playing as a mayor. When it is set to a high value, the same public facility will have higher operating expenses.
Land Price Index=<10 to 200>
This index determines the prices that the government sells its land and natural resource sites to corporations.
City Setup Cost=<1 to 10000> (unit: $1 million)
The default cost of setting up a new city is $100 million (it increases with inflation). You may override it by defining a new cost amount using the above statement.
Random Global Competitiveness Ratings=<Yes,No>
If this is enabled, global competitiveness ratings across industries will be randomized in the beginning of the game. If this is disabled, global competitiveness ratings will be initialized with a constant value of 30.
Global Competitiveness Rating Increases=<Off, 1, 2, 3, 4>
This option determines whether global competitiveness ratings will increase over time, progressively making the game more challenging. A higher value means that it increases at a faster rate.
Apartment Capacity Modifier=<10-200>
It modifies the capacity of all apartments. 100 is the standard value. Lowering it will decrease the number of people each apartment houses. This means that more apartments need to be built and the real estate business will be more profitable.
Commercial Building Capacity Modifier=<10-200>
It modifies the capacity of all commercial buildings. 100 is the standard value. Lowering it will decrease the amount of office space each commercial building provides. This means that more commercial buildings need to be built and the real estate business will be more profitable.
Donations to Rival Political Parties=<0-100>
If you set this to a value greater than zero, rival political parties will receive donations from the general public over time. This setting is mainly for increasing the difficulty level of the game.
Civic Building Donation=No
Your company can donate civic buildings even when the City Economic Simulation DLC is enabled. You can use the following script line to override it if you prefer a game that does not allow private companies donating civic buildings.
Pollution Modifier=<10 to 200>
This modifier adjusts the levels of pollution emitted by all factories and natural resource firms.
AI May Establish New Cities=<Yes/No>
When enabled, AI corporations, whose chairpersons serve as leaders of political parties, may donate funds and establish new cities.
Force Mayor Resignation Upon City Bankruptcy = <Yes>/<No>
(Default: Yes)
When set to No, mayors will no longer resign when a city goes bankrupt.
Experimental Modifiers
The City Economic Simulation DLC has a diverse set of Experimental Modifiers for advanced users who wish to experiment with the simulation’s underlying mechanics.
View the Details of the Experimental ModifiersDigital Age DLC
View the descriptions of these game settings
[DIGITAL AGE DLC]
Software Revenue Index=<10-400>
If this index is higher than 100, the demand and revenue from software products in this game will be higher than normal. Conversely, if this index is lower than 100, software businesses will be less profitable.
Internet Revenue Index=<10-400>
If this index is higher than 100, revenue generated by Internet companies will be higher than normal. Conversely, if this index is lower than 100, Internet companies will be less profitable.
E-Commerce=<Yes, No>
If this is enabled, companies will be able to build e-commerce firms and sell products via e-commerce.
Max E-Commerce Share=<Low, Moderate, High, or Very High>
Maximum Share of E-commerce in Total Retail Sales
The share of e-commerce sales is capped at a certain percentage of the total retail sales to reflect the reality that online sales typically constitute only a portion of the overall retail market.
AI Acquires Private Companies=<Never, Seldom, Occasionally>
This determines whether AI corporations may acquire independent private companies or not.
AI Tech Company IPO Settings:
“AI Tech Companies Go IPO” has been replaced by “AI Software Companies Go IPO” as there are now different script commands for different types of tech companies.
The following settings are now available:
AI Software Companies Go IPO=<Yes/No>
AI OS Companies Go IPO=<Yes/No>
AI Telecom Companies Go IPO=<Yes/No>
Alternatively, you can set it to a number, then AI companies will go public within the specified number of years.
AI Software Companies Go IPO=<1-50>
AI OS Companies Go IPO=<1-50>
AI Telecom Companies Go IPO=<1-50>
Max AI Software and Internet Companies
Max AI software and Internet companies=<None, Low, Moderate, High>
This option limits the maximum number of AI software and Internet companies in a game. A lower value means an easier game.
You may set the limits for software and Internet companies separately using the following lines:
Max AI software companies = <number>
Max AI OS companies = <number>
Max AI Internet companies = <number>
Talent System
Talent System = <Full, Simplified, Greatly Simplified>
If this is set to Simplified, all talents start with a skill level of 50. If this is set to Greatly Simplified, loyalty and headhunting features of the talent system are disabled too.
More Talents = <0-200>
If you are using a MOD with a large number of product classes and there is a undersupply of talents in the game, then you may use this option to have the game duplicate talent data to increase the supply. For example, if you set it to 50, then the game will generate 50% more talents in a new game.
Disruption to Traditional Media=<None, Low, Moderate, High>
When this is enabled, the traditional media (TV, Radio and Newspaper) will be disrupted by the Internet. As people embrace the Internet, they will spend more time online and less time on the traditional media.
Telecom Customer Stickiness = <1 to 1000>
(default value: 100)
If you think your telecom gains customers from rival telecoms too slowly, you may use this variable to change the speed at which it gains or loses customers in relation to rival telecoms.
A value lower than 100 means that customer stickiness in telecom will be lower than the default setting and the gain or loss of customers will happen faster. A value higher than 100 has the opposite effect.
The formula is:
<the original rate of gaining/losing customers> X 100 / <this Telecom Customer Stickiness variable>
For example, if Telecom Customer Stickiness is set to 20, then
The new rate of gaining/losing customers will be 100 / 20 = 5 times of the original rate.
Disable AI Digital Companies=Yes
This line instructs the game system not to automatically create AI companies focused on digital age industries in the beginning of a new game.
This script file was created in response to the request from the CapLab community. Note that this script line will lead to gameplay imbalance as there will no AI companies and developing OS software. If you choose not to develop OS software, it will result in the non-existence of the entire software industry. AI will also not set up telecoms, preventing the Internet sector from emerging if you do not create one. Therefore, this script line should be used with care and only when you’re interested in exploring a particular gameplay scenario.
Experimental DLC
View the descriptions of these game settings
[Experimental DLC]
Built-in Advertising Unit=<Yes, No>
If enabled, a new firm will have a built-in advertising unit that does not occupy any space on the 3×3 grid. It can be accessed via the new Advertise icon.
When Service Firms are enabled, this is automatically enabled. A new firm will have a built-in advertising unit that does not occupy any space on the 3×3 grid. It can be accessed via the new Advertise icon.
Farm Extension=<Yes, No>
Farm extension enables players to expand their farm’s production capacity by placing additional farming tiles around it.
Size of New City=<Adjustable, Fixed>
When this is set to “Adjustable” and the City Economic Simulation DLC is enabled, you can choose the size of a new city from 100×100 to 200×200. The cost of building a new city will be lower when the city size is smaller.
Industry Expertise Only=Yes/No
When this is enabled, persons will no longer possess general skills such as retailing or manufacturing. Instead, they will specialize in a specific product class. Their industry-specific expertise will enhance not only the R&D units dedicated to their particular product class but also the #manufacturing, purchasing, and sales units# focused on that same product class.
Export Company:
Export Company=<Yes, No>
Enables or disables the Export Company feature. When it is disabled, players cannot build export companies.
Export Deal Duration=<1 to 10>
Sets the duration of all export deals to a specific number of years.
Export Volume Modifier=<10 to 10000>
Modifies the volumes of all export transactions. 100 is the standard value. A higher value increases the quantity each export deal can absorb.
Knowledge Points:
Initial Knowledge Points=<0 to 100>
Sets the amount of Knowledge Points the player has at the beginning of the game.
Disable Knowledge Points for Import Company=<Yes, No>
Disables the Knowledge Points system for import companies, so new import deals cannot be established using Knowledge Points.
Disable Knowledge Points for Export Company=<Yes, No>
Disables the Knowledge Points system for export companies, so new export deals cannot be established using Knowledge Points.
Farm Equipment:
Farm Equipment=Yes/No
When enabled, the productivity and quality boosts gained from training and leveling up farming units are reduced. To reach higher product quality, you will also need to purchase farm equipment for your farming units.
Farm Equipment Cannot be Imported=Yes/No
When enabled, seaports and import companies will never import farm equipment, requiring corporations to manufacture it domestically to provide supply.
Farm Equipment Purchase Modifier=<1 to 500>
Use this multiplier to artificially adjust the amount of farm equipment required to achieve the same effect. A value of 100 represents the normal level. Values above 100 mean more equipment must be purchased, which in turn increases the revenue of farm equipment manufacturers.
New Cities Will Emerge:
New Cities Will Emerge=Yes/No
When enabled, new cities will emerge over time.
Emerge Starting from This Year=<Year>
New cities will begin emerging from this year onward.
Years Between New City Emergence=<1 to 10>
This specifies the interval (in years) at which a new city emerge.
Random Interval Between New City Emergence=Yes/No
When enabled, the number of years before a new city emerges will be chosen randomly between the #Years Between New City Emergence# setting and #half of that value#.
Total New Cities to Emerge=<1 to 14>
This sets the maximum number of new cities that will emerge over time.