Improve Auto-Placement Logic for Civic Buildings + Add Capacity Customization

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Should civic buildings prioritize populated areas and allow capacity customization for modders/scena

Yes – Improves realism and usability
4
100%
Partially – Good idea, but needs refinement
0
No votes
No – I prefer the current system
0
No votes
 
Total votes: 4

stockrpg
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Improve Auto-Placement Logic for Civic Buildings + Add Capacity Customization

Post by stockrpg »

Current Issue
The current auto-placement logic for civic buildings sometimes places services like schools, hospitals, and libraries in remote areas with little to no residential population.
This feels unrealistic, as such services are typically placed in or near densely populated areas to maximize their reach and efficiency.

One positive example is how fire stations are often placed near industrial zones — this is logical and aligns with real-world urban planning.
However, civic services meant for residents should prioritize areas where people actually live.

Suggested Improvements
1. Update auto-placement logic
When placing schools, hospitals, or libraries, prioritize areas with higher population density.

This reflects real-world planning and increases their usefulness in gameplay.

2. Allow mod/script-based customization of capacity
Allow players to adjust the service capacity of civic buildings (e.g. how many citizens a school or hospital can support) via scripts or mod settings.

This would be especially helpful for custom scenarios or large cities, giving creators more control and balance.

Summary
Improve realism by ensuring civic buildings serve actual population centers

Add flexibility for scenario designers through adjustable service capacities
→ Small adjustments, but big gains in immersion, logic, and modding freedom
Attachments
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스크린샷 2025-05-04 131753.png (4.3 MiB) Viewed 302 times
스크린샷 2025-05-04 131744.png
스크린샷 2025-05-04 131744.png (3.78 MiB) Viewed 302 times
Last edited by stockrpg on Sun May 18, 2025 2:30 pm, edited 1 time in total.
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Stylesjl
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Re: Improve Auto-Placement Logic for Civic Buildings + Add Capacity Customization

Post by Stylesjl »

Yes, I do think there should be a script or even modding capability to increase the capacity of civic buildings, if only to help reduce the problem of having to build lots of civic buildings in mods where cities grow to a high population.

The auto-placement logic I think should be improved as well to cluster around existing population areas. Random map placement of civic buildings always did strike me as an odd thing for city governments to do.
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Re: Improve Auto-Placement Logic for Civic Buildings + Add Capacity Customization

Post by David »

stockrpg wrote: Sun May 04, 2025 4:21 am 2. Allow mod/script-based customization of capacity
Allow players to adjust the service capacity of civic buildings (e.g. how many citizens a school or hospital can support) via scripts or mod settings.

This would be especially helpful for custom scenarios or large cities, giving creators more control and balance.

Summary
Improve realism by ensuring civic buildings serve actual population centers

Add flexibility for scenario designers through adjustable service capacities
→ Small adjustments, but big gains in immersion, logic, and modding freedom

Your suggestion has been implemented. Please download the new patch v11.0.70 from viewtopic.php?t=10200
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