Ideas to Manipulate Demand?
Posted: Tue Oct 06, 2026 3:33 am
*I welcome critiques and suggestions.
Technology in real life does two things, broadly: it raises productivity (more units produced from the same labor) and premiumization (better and newer goods). Capitalism Lab captures only the second half: R&D improves quality, thereby supporting a price premium, and R&D also unlocks new products. I'm not saying this mechanic has to change; I am stating (at least from what I understand) how the game works.
Additionally, real wages do two things broadly too: wages raise the quantities bought up to the extent of a personal "Engel Curve" (people don't buy more bread just because they earn more money in real life), with the residual cash as savings. In the game, wages only do half: each product has an Annual Demand per citizen (hard-coded and capped) which is shaped by the Necessity Index. Assuming real wages are at 100.00, that means 100% of the population is able to meet the game's hard-coded Annual Demand and Necessity Index (I could be wrong here though). Real wages in the game do not raise the baseline Annual Demand, meaning, as the city gets richer it buys the differing mix of Annual Demand and Necessity Index, not more of the same goods per person.
The quantity of an existing good sold in a city is, roughly, [Population] × [hard-coded Annual Demand] × [Necessity Index %] × [price, quality, brand] = total aggregate demand cap. The only way to raise aggregate demand in the game is through population and employment(?) + technology premiumization + real wages out of 100.00. But technology premiumization and real wages out of 100.00 only help the player reach the total aggregate demand cap, not increase the demand per citizen.
I propose an additional mechanism in general: increasing the Annual Demand per citizen such that we have the same number of population buying more units of goods that exist. Here are some ideas:
A) Higher real wages also raise Annual Demand per citizen, not just trying to reach the demand cap. Meaning: wages could climb to $500k+ per person, buying more of the same goods, where wages rise through more of a closed-loop Keynesian fashion.
B) Weave Annual Demand per citizen with R&D centers, where R&D centers also manipulate the Annual Demand per citizen variable based on Total Tech Gain.
C) Branding manipulates Annual Demand per citizen, not just quality.
D) QoL manipulates Annual Demand per citizen. But that still technically caps the demand because QoL seems to be capped at 100%.
E) A script. The script could be as simple as Annual Demand per citizen growth rate X every year or so. The current experimental script, Consumer Demand Modifier=<10 to 500>, is only a blanket one which feels weird on day 1 because the scale is immediate.
I personally think A, B, and C make sense from a game-loop perspective. Options B and C should cost the player an immense amount of in-game cash, in order to balance the extra business income gained from a rising Annual Demand per citizen. Option A is the wage attempt (and also serves a role-playing purpose of having a very wealthy society where people earn $500k as a median income without inflation), and is a natural progression as the player grows their business.
Essentially, what I am proposing: make per-capita demand for existing goods able to rise without immigration and without adding new SKUs to the game. This makes for a "denser" existing population instead of growing a larger population.
Two major caveats:
1. Annual Demand per citizen must also be able to collapse so as to accentuate boom and bust cycles. How that happens, I think, is worth deliberating upon because I'm not sure. Currently, the Necessity Index acts as a means of accentuating existing boom and bust: during the boom, luxury purchases rise; during a bust, luxury purchases massively collapse, but high-necessity products stick to their demand. If Annual Demand per citizen increases, it is possible that the current existing boom and bust cycle becomes softer, which erases some of the challenges and what makes the game unique. Thus, to implement a mechanism that manipulates Annual Demand per citizen, it must also not erase the boom and bust cycle challenge.
2. Separating Annual Demand per citizen versus player versus AI competition.
- If we are to manipulate Annual Demand per citizen as it is, it will manipulate the total demand per product *available* to both the player and AI competitors. The question is whether we should separate Annual Demand per citizen globally or not. For instance, for the player, if only Annual Demand is manipulated, option B and C would indirectly subsidize AI competition as the player increases their research or branding because Annual Demand per citizen affects products globally.
- The yes-separation argument is that it is fair and is a result of the player making savvy gameplay choices; the no-separation argument is that it is an additional gameplay puzzle for the player to solve. I personally lean towards the no-separation argument because differentiation already exists through product quality variables, but I think this should also be deliberated upon.
- Option A is simply a result of wealthier city, which is neither good or bad.
Other notes for readers:
- I am not arguing for a change in income elasticity.
- I might be pointing at the wrong variables.
- NECESSITY scales by the city’s real wage. The field is 0 to 10 and becomes 0 to 100 in game. High necessity keeps realized demand near the file value even at a low wage. Low necessity lets a low wage cut it hard, and a high wage push it up. Burger Buns stay near their DEMAND. Motorcycle does not, but its DEMAND is 0.010, so the wage can only move a very small number.
- Price, quality, and brand do not change DEMAND. They change rating, through PRICE, PRICE_CN, QUALITY_CN, and BRAND_CN, and rating changes how much of the baseline is actually bought. The standard price itself is also shifted by the local wage and by inflation. A lower-wage city has a lower standard price.
Technology in real life does two things, broadly: it raises productivity (more units produced from the same labor) and premiumization (better and newer goods). Capitalism Lab captures only the second half: R&D improves quality, thereby supporting a price premium, and R&D also unlocks new products. I'm not saying this mechanic has to change; I am stating (at least from what I understand) how the game works.
Additionally, real wages do two things broadly too: wages raise the quantities bought up to the extent of a personal "Engel Curve" (people don't buy more bread just because they earn more money in real life), with the residual cash as savings. In the game, wages only do half: each product has an Annual Demand per citizen (hard-coded and capped) which is shaped by the Necessity Index. Assuming real wages are at 100.00, that means 100% of the population is able to meet the game's hard-coded Annual Demand and Necessity Index (I could be wrong here though). Real wages in the game do not raise the baseline Annual Demand, meaning, as the city gets richer it buys the differing mix of Annual Demand and Necessity Index, not more of the same goods per person.
The quantity of an existing good sold in a city is, roughly, [Population] × [hard-coded Annual Demand] × [Necessity Index %] × [price, quality, brand] = total aggregate demand cap. The only way to raise aggregate demand in the game is through population and employment(?) + technology premiumization + real wages out of 100.00. But technology premiumization and real wages out of 100.00 only help the player reach the total aggregate demand cap, not increase the demand per citizen.
I propose an additional mechanism in general: increasing the Annual Demand per citizen such that we have the same number of population buying more units of goods that exist. Here are some ideas:
A) Higher real wages also raise Annual Demand per citizen, not just trying to reach the demand cap. Meaning: wages could climb to $500k+ per person, buying more of the same goods, where wages rise through more of a closed-loop Keynesian fashion.
B) Weave Annual Demand per citizen with R&D centers, where R&D centers also manipulate the Annual Demand per citizen variable based on Total Tech Gain.
C) Branding manipulates Annual Demand per citizen, not just quality.
D) QoL manipulates Annual Demand per citizen. But that still technically caps the demand because QoL seems to be capped at 100%.
E) A script. The script could be as simple as Annual Demand per citizen growth rate X every year or so. The current experimental script, Consumer Demand Modifier=<10 to 500>, is only a blanket one which feels weird on day 1 because the scale is immediate.
I personally think A, B, and C make sense from a game-loop perspective. Options B and C should cost the player an immense amount of in-game cash, in order to balance the extra business income gained from a rising Annual Demand per citizen. Option A is the wage attempt (and also serves a role-playing purpose of having a very wealthy society where people earn $500k as a median income without inflation), and is a natural progression as the player grows their business.
Essentially, what I am proposing: make per-capita demand for existing goods able to rise without immigration and without adding new SKUs to the game. This makes for a "denser" existing population instead of growing a larger population.
Two major caveats:
1. Annual Demand per citizen must also be able to collapse so as to accentuate boom and bust cycles. How that happens, I think, is worth deliberating upon because I'm not sure. Currently, the Necessity Index acts as a means of accentuating existing boom and bust: during the boom, luxury purchases rise; during a bust, luxury purchases massively collapse, but high-necessity products stick to their demand. If Annual Demand per citizen increases, it is possible that the current existing boom and bust cycle becomes softer, which erases some of the challenges and what makes the game unique. Thus, to implement a mechanism that manipulates Annual Demand per citizen, it must also not erase the boom and bust cycle challenge.
2. Separating Annual Demand per citizen versus player versus AI competition.
- If we are to manipulate Annual Demand per citizen as it is, it will manipulate the total demand per product *available* to both the player and AI competitors. The question is whether we should separate Annual Demand per citizen globally or not. For instance, for the player, if only Annual Demand is manipulated, option B and C would indirectly subsidize AI competition as the player increases their research or branding because Annual Demand per citizen affects products globally.
- The yes-separation argument is that it is fair and is a result of the player making savvy gameplay choices; the no-separation argument is that it is an additional gameplay puzzle for the player to solve. I personally lean towards the no-separation argument because differentiation already exists through product quality variables, but I think this should also be deliberated upon.
- Option A is simply a result of wealthier city, which is neither good or bad.
Other notes for readers:
- I am not arguing for a change in income elasticity.
- I might be pointing at the wrong variables.
- NECESSITY scales by the city’s real wage. The field is 0 to 10 and becomes 0 to 100 in game. High necessity keeps realized demand near the file value even at a low wage. Low necessity lets a low wage cut it hard, and a high wage push it up. Burger Buns stay near their DEMAND. Motorcycle does not, but its DEMAND is 0.010, so the wage can only move a very small number.
- Price, quality, and brand do not change DEMAND. They change rating, through PRICE, PRICE_CN, QUALITY_CN, and BRAND_CN, and rating changes how much of the baseline is actually bought. The standard price itself is also shifted by the local wage and by inflation. A lower-wage city has a lower standard price.